Perk offers and stacking
Perks come from weighted offers. A biome, activity or faction requirement decides whether a perk can enter the pool. Its rarity, progress gates and charge needs can also prevent an offer.
Recent activity
Activity requirements use the recent 500 turn ledger. Time in a biome, kills, plants harvested, quests, dungeon clears, cheeses crafted, distance and recorded faction interactions can count. Old events leave the window.
Rarity gates
Rare perks normally unlock through any one route: 40 standing with a faction, Legend tier 1, or a cleared danger tier 2 dungeon. Mythic perks use 100 standing, Legend tier 2, or a cleared danger tier 4 dungeon. An individual perk can set its own progress gate.
Charge requirements
Charge spenders and charge-based passive perks need an owned generator for every charge type they require. A perk that generates its own required charge can be offered by itself.
Stack limits
A perk page lists its maximum effective picks. Reaching that cap removes it from normal offers. Extra saved picks above the current cap do not increase the perk's bonuses.
Tagged builds
Tag-based scaling counts effective stacks carrying the matching tag, up to 5. Holding two effective picks of the same tagged perk can contribute two counts. The displayed tag list also shows how many distinct perks carry that tag.
Several charge perks at once
Consumers triggered by the same event all read the held charge pool before that event. The pool pays the largest required spend once. Generators then add charges, so charges made by an event cannot pay a consumer on that same event.
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