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MeatSlicer/docs/perks.md
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MeatSlicer Developer a02cff52cf Add pressure dial, wave spawn telegraphs, and readability pass
- Bigger gore-red Minis (r10->14, sprite 32->48) with regenerated art
- Wider, walkable doorways: clear passage for open, teeth only when locked
- 500ms spawn telegraph so wave spawns no longer blindside the player
- Item stickiness ramps 10%/owned item (cap 50%) instead of flat 50%
- Title-screen Pressure Dial (-5..+5) tunes rise/relief; score x live pressure
- Vitals HUD: two-row hearts, half-container outlines, half-heart shield pips
- Readable 8-page field manual (bigger panel + fonts, implants split)
- HUD opacity slider in pause menu (boss bar + toasts stay opaque)
- Scrap Feed now has diminishing returns like Thick Hide
- Docs, cache-bust v37, and smoke coverage for all of the above
2026-07-30 00:01:06 +10:00

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Perks

All 23 perks in MeatSlicer, with exact effects pulled from js/perks.js. Perks are chosen through the Mutation Draft each time you level up, and last for the rest of the run.


The Mutation Draft

  • Gaining a level queues a draft. When it opens, you're offered 3 random perks from the full pool — all 23 perks are equally weighted; there is no rarity system.
  • Choose with 1 / 2 / 3, by clicking a card, or press 4 / Space for a "Random Cut".
  • Press R to reroll all three choices (costs 1 reroll token). Rerolls come from the Reroll Rib item, which also grants +1 reroll every level-up.
  • Press T to toggle Auto-Draft: future level-ups instantly pick a random perk without pausing the game. The setting persists between sessions.
  • Level-ups queue: gain two levels at once and two drafts resolve back-to-back.

XP curve

XP needed for the next level: 8 + level × 4

Level-up XP needed Cumulative
1 → 2 12 12
2 → 3 16 28
3 → 4 20 48
4 → 5 24 72
5 → 6 28 100
10 → 11 48 300

XP comes from gems dropped by kills, room clears, and bosses, scaled by your xpMul (Gorging Leech item, Bloodrush perk).


Offensive perks

Perk Description Exact effect
Sharpened +4% damage dmgMul ×1.04
Adrenal Surge +3.5% fire rate rateMul ×1.035
Deadeye +5% shot speed shotSpeedMul ×1.05
Long Bone +5% range rangeMul ×1.05
Bone Splitter +2% critical chance crit +0.02 (base 5%)
Cold Precision +15% critical damage critMul +0.15 (base ×2.0)
Heavy Hand +20% knockback knockbackMul ×1.20

On-hit status perks

Perk Description Exact effect
Flensing Edge Hits inflict light bleeding bleed +0.08 — 2.2 s bleed at hit damage × bleed × 0.45 DPS
Ember Hands 8% chance to ignite igniteChance +0.08 — 1.8 s burn at 5 × dmgMul DPS
Chill Bile 10% chance to slow slowOnHit +0.10 — 1.5 s slow (halved move speed)

Defensive perks

Perk Description Exact effect
Big Heart +½ max heart, heal ½ heart maxHp +1, heal 1
Shield Heart +½ shield heart at the start of each floor shieldPerk +1, shieldHp +1 — refills every floor transition
Thick Hide +4% chance to ignore damage armor +1/24 (≈0.0417) — block chance armor / (1 + armor), cap 75%
Second Wind +0.15s hurt immunity invBonus +0.15 — post-hit invulnerability 0.9 s → 1.05 s
Spite Flesh Contact attackers take damage thorns +4 — melee attackers take 4 × dmgMul
Bone Knit 3% chance to heal ½ heart after combat rooms roomHealChance +0.03 (cap 90%)

Mobility & utility perks

Perk Description Exact effect
Quickening +3% move speed speedMul ×1.03
Sinew Weave +3% move speed and range speedMul ×1.03, rangeMul ×1.03
Magnet Bile +10% pickup radius magnet ×1.10
Carrion Sense +8% pickup radius and pull speed magnet ×1.08, magnetPull ×1.08 (note: pull speed is not currently wired into pickup movement — the radius half works)
Scavenger +4% drop luck luck +0.04
Bloodrush +5% XP gain, bonus crystal chance xpMul ×1.05
Scrap Feed 5% less ammo (diminishing) ammoEff +0.05 per stack — saving fraction = rating/(1+rating), so each extra stack helps less (like Thick Hide)

Complete perk index (A–Z)

# Perk Category
1 Adrenal Surge Offensive
2 Big Heart Defensive
3 Bloodrush Utility
4 Bone Knit Defensive
5 Bone Splitter Offensive
6 Carrion Sense Utility
7 Chill Bile On-hit
8 Cold Precision Offensive
9 Deadeye Offensive
10 Ember Hands On-hit
11 Flensing Edge On-hit
12 Heavy Hand Offensive
13 Long Bone Offensive
14 Magnet Bile Utility
15 Quickening Mobility
16 Scavenger Utility
17 Scrap Feed Utility
18 Second Wind Defensive
19 Sharpened Offensive
20 Shield Heart Defensive
21 Sinew Weave Mobility
22 Spite Flesh Defensive
23 Thick Hide Defensive

Drafting advice

  • Perks are small, items are big. A perk is worth ~0.5 power score; an item tier is worth 1.0. Perks smooth out a build; items define it.
  • Shield Heart is one of the strongest defensive picks — it's a free refilling shield pip every floor, and it stacks with Bone Plate.
  • Scavenger / Bloodrush / Magnet Bile early compound over a long run; Sharpened / Adrenal Surge scale whatever your weapon already does well.
  • With Auto-Draft on, perks become a no-attention background bonus — good for speedrunning floors, bad if you're fishing for a specific build.