Moonlighter 2 Perks: All 114 Dungeon Perks by Path
Perk tables transcribed:
Empty cells mean that rarity was not documented for that perk, not that it does not exist. "X" in an effect is replaced by the
rarity columns. Poison (Blob-Life) and Bomb (1.0) paths are not in the source tables yet.
Weaponsmith (event room) (12)
Perk
Effect
Common
Uncommon
Rare
Epic
Legendary
Weapon
Sharpened Will
Shapness refills x2 faster
—
—
—
—
—
Greatsword
Gunner's Edge
At minimum Sharpness, deal 2x Gun DMG and your Attack resores more ammo
—
—
—
—
—
Greatsword
Honed Blade
Maximum Sharpness increases 2 max Stacks
—
—
—
—
—
Greatsword
Sharp Edge
Your attack Finisher deals +X DMG and does nor decrease Sharpness
—
—
—
—
—
Greatsword
Keen Edge
Each Sharpness level increases 10% DMG but, but Sharpness decays faster
—
—
—
—
—
Greatsword
Infinite Edge
At Max Sharpness, it does not decrease for 4 sec.
—
—
—
—
—
Greatsword
Duel Withdrawal
While your Gun ammo capacits is full, each Sharpness level increases DMG by 5%
—
—
—
—
—
Greatsword
Savage Mark
The last Attack of a combo Marks and knocks enemies away
—
—
—
—
—
Gauntlet
Heavy Blows
While in Berserkk, your Attack is a heavy blow that deals increased DMG
—
—
—
—
—
Gauntlet
Rising Anger
Berserker charges 25% faster
—
—
—
—
—
Gauntlet
Berserker's Attack
While in Berserk, yout Attack deals +50% DMG
—
—
—
—
—
Gauntlet
Sudden Fury
While Berserk is charged, your Attack deals +50% DMG. Berserk is discharged after 3 Seconds if unused.
—
—
—
—
—
Gauntlet
Sliver's perks (event room) (6)
Perk
Effect
Common
Uncommon
Rare
Epic
Legendary
Weapon
Heavy Payout
Killing a Boss grants a additional chest
—
—
—
—
—
—
Relic Looter
Uncommon and Epic chests relics increase 20 Quality
—
—
—
—
—
—
Relic Hunter
Common relics increase by 40 Quality
—
—
—
—
—
—
First Class Adventurer
For the next 3 rooms, chests will offer at least 1 Deluxe relic
—
—
—
—
—
—
Quality Controll
Increse 10 Quality of chest relics. Relics cannot be Deluxe
—
—
—
—
—
—
Rugged Backpack
upon returning to Tresna, gain +2 Quality fir each enemy you have ejected
—
—
—
—
—
—
Challenge perks (event room) (12)
Perk
Effect
Common
Uncommon
Rare
Epic
Legendary
Weapon
Heavy Stride
For the next 3 rooms, move slower. Afterwasrs increase 20% your Attack speed
—
—
—
—
—
—
Special Pain
For the next 3 rooms, take 10 DMG each time you use your Special. Afterward: +20% Special DMG
—
—
—
—
—
—
Phantom Pain
For the next 3 encounters, take +5 DMG. Afterward, increase 30% your Attack DMG
—
—
—
—
—
—
Trigger Discipline
For the next 3 encounters, avoid using your Gun. Then, increase 50% Gun DMG
—
—
—
—
—
—
Half Life
For the next 3 rooms, you Max HP os halved. Afterward, increase Max HP by 20
—
—
—
—
—
—
Cursed Bullets
For the next 3 encounters, take 10 DMG each time you shot. Then increase 50% Gun capacity
—
—
—
—
—
—
Untouchable
For the next 2 encounters, avoid taking DMG. Afterward, increase 20% Crit chance
—
—
—
—
—
—
Full Steam Ahead
For the next encounter, defeat all enemies within 60 seconds. Afterward, increase 20% your Attack speed.
—
—
—
—
—
—
Gentle Hiker
For the next 3 rooms, avoid destroying breakables. Afterward, breakables have 20% chance to drop a material
—
—
—
—
—
—
Carbonated Love
For the Next 2 encounters, avoid using your Special. Then, increased your Special DMG by 30%
—
—
—
—
—
—
I'm the only Ghost
Your Gun DMG is incrased by 50%, but all other DMG decreasesby 20%
—
—
—
—
—
—
Elite Encounters
From now on, every encounter includes at least one Elite enemy. Elite anemies drop double materials
—
—
—
—
—
—
General (any run) (16)
Perk
Effect
Common
Uncommon
Rare
Epic
Legendary
Weapon
In the Heat of Battle
Any DMG you deal is increased by +X
10%
—
—
—
—
—
Second Wind
Refill your HP to X after defeating all enemies in a room
—
—
—
35%
—
—
Healing Greed
Opening a chest recovers X HP
—
—
7
—
—
—
Dublicity
Materials have X chance to drop in pairs (no Boss Drops)
20%
40%
60%
80%
100%
—
Double Deal
combat Perk pedestals have a X chance to spawn in pairs
—
—
—
40%
—
—
Fortune Finder
From now on, relics are founf with X Quality
3
4
6
8
10
—
Trap Guard
Take X less DMG from traps
—
—
—
60%
70%
—
Hunter's Luck
Non-Crit DMG is increases Crit chance by X. Resets on Crit hit
2%
3%
4%
5%
6%
—
Hunter's Instinct
Increase +X Crit chance and +X Crit DMG
—
15% chance 20%DMG
20% Chance 30% DMG
—
—
—
Iron Skin
Gain X Shield upon entering a room (max 9)
1
2
3
4
5
—
Band-Aid
Max HP increases +X and resore X of your missing current HP
—
20 HP 10% heal
—
—
—
—
Unblemished warrior
While at X or higher, yout Special deals +X DMG
90% 30%
90% 35%
—
—
—
—
Vamp Pack
Ejecting an enemy heals you for X
1
2
3
4
5
—
The Greater the Heights
Elite enemies enter Rupture at X Health
—
—
—
40%
—
—
Close Quarters Hunter
Crit DMG is increases +X for every X of missing Gun ammo
—
—
0,4% 1% missing
—
—
—
Trap Bane
Enemies tale +X DMG from traps
—
60%
—
—
—
—
Fire / Ignite path (12)
Perk
Effect
Common
Uncommon
Rare
Epic
Legendary
Weapon
Combustion
When Ignite ends, the enemy explodes, dealing X DMG
20
30
40
50
60
—
Flame Rush
After defeating an enemy, deal +X DMG for 5 seconds
20%
25%
30%
35%
40%
—
Double Burn
Ignite can applied twice, with the second stack dealing X DMG
20%
40%
60%
80%
100%
—
Ember Bomb
Attacking ignited enemies with your backpack causes them to explode, dealing X DMG
—
40
50
—
—
—
Burning Shots
Your Gun deals +X DMG and inflicts Ignite
—
35%
40%
45%
—
—
Scorching Special
Your Special Deals +X Dmg and inflicrs Ignite
10%
15%
20%
25%
30%
—
Unblemished Warrior
While at 90% HP or higher, your Special Deals +X DMG
—
—
40%
—
—
—
Blazing Attack
Your Attack Deals +X DMG and inflicts Ignite
—
—
—
35%
—
—
Lingering Flames
Ignite deals +X DMG and lasts longer
—
40%
—
—
100%
—
Shared Flame
While X or more enemies are ignited, deal +X DNG
—
—
3 35%
—
—
—
Wildfire
Ignite deals+X DMG for each Ignited enemy
—
—
60%
—
—
—
Fire Prey
Ignited enemies have +X chance to take Crit DMG
10%
—
—
—
—
—
Ice path (4)
Perk
Effect
Common
Uncommon
Rare
Epic
Legendary
Weapon
Galactic Shot
Your Gun deals +X DMG and applies X Ice stacks
—
—
—
45% / 3 stacks
—
—
Frezzing Special
Your Special deals +X DMG and Applies X Ice Stacks
10% DMG 1 stack
35% DMG 2 Stacks
—
—
—
—
Frost Attack
Your Attack deals +X DMG and applies X Ice stacks
20% 2Stacks
—
—
—
—
—
Cold in the Bones
When Ice ends, only X stacks are consumed
5
4
3
2
1
—
Foam path (8)
Perk
Effect
Common
Uncommon
Rare
Epic
Legendary
Weapon
Chain Reaction
When Foam exploades, all other Foam-afflicted enemies also explode with +X DMG
—
—
40%
—
—
—
Water Gun
Foam only explodes from Gun shots, but ist DMG is increased by +X
—
—
—
—
—
—
Foam Contagion
Foam-afflictes enemies inflicr Foam to neatby enemies every X seconds
—
—
2
—
—
—
Pop Shots
Your Gun deals +X DMG and inflicts Foam
—
30%
—
—
50%
—
Bubble Special
Your Spezial deals +X DMG and inflicts Foam
—
—
20%
—
—
—
Foam Attack
Your Attack deals X DMG and inflicts Foam
—
25%
—
—
—
—
Premature Pop
Foam explodes X seconds earlier
—
—
—
2
—
—
Pressurized
Foam takes an additional X seconds to explode, but deals +X DNG
—
2 sec 70%
—
—
—
—
Thunder path (6)
Perk
Effect
Common
Uncommon
Rare
Epic
Legendary
Weapon
Surge
Defeating an enemy has a X chance to cast a Thunder
10%
15%
—
—
—
—
Efficiency
Casting a Thunder requires X less charges
—
20
—
—
—
—
Double Strike
Thunder has a X chance to hit twice
—
20%
—
—
—
—
Storn Slam
While you have X or more charges, attacking with your backpack casts a Thunder
—
80
—
—
—
—
Volt Special
Your special grants X Thunder stacks
—
8
—
—
—
—
Static Attack
Your Attack grants X Thunder stacks
—
—
18
22
—
—
Wound path (10)
Perk
Effect
Common
Uncommon
Rare
Epic
Legendary
Weapon
Contagious Wound
Wound is also inflicted to nearby enemies with X DMG
20%
40%
60%
80%
100%
—
Echo Blade
Replica has a X chance to deal Wound DMG
—
—
—
25%
—
—
First Blood
After indlicting Wound, the first hit deals +X DMG
20%
—
—
80%
—
—
Scarlet Gun
Your Gun deals +X DMG and inflicts Wound
30%
35%
40%
45%
50%
—
Crimson Special
Your Special deals +X DMG and inflicts Wound
10%
25%
20%
25%
30%
—
Severance
Your Special removes Wound and deals X Replica DMG
—
—
4 times
5 times
6 times
—
Wound Attack
Your Attack deals +X DMG and inflicts Wound
—
—
30%
35%
—
—
Critical Wound
Wound has X critical chance
10%
20%
30%
40%
50%
—
Wound Master
Wound lasts X seconds and Replica DMG is increases by X
3sec 3DMG
—
—
—
—
—
Damage Echo
Replica DMG increases by X for each consecutive hit. Resets when Wound ends
—
—
3
—
—
—
Combination perks (5)
Perk
Effect
Common
Uncommon
Rare
Epic
Legendary
Weapon
Frostburn
Ignite applies 1 Ice stack per instance of DMG
—
—
—
—
—
—
Foam Wound
Replica increases Foam Explosion DMG by 5
—
—
—
—
—
—
Frostbite
Ice increases Replica DMG by 10 until Wound ends
—
—
—
—
—
—
Sparking Foam
Applying Foam Adds 25 Thuner stacks
—
—
—
—
—
—
Foam Blaze
Foam explosions remove ignite and increase Foam DMG by +200%
—
—
—
—
—
—
Spikes (trap) (9)
Perk
Effect
Common
Uncommon
Rare
Epic
Legendary
Weapon
Razor Spikes
Spikes have a X chance to become Super Spikes
10%
—
—
—
—
—
Thornfall
Defeating an enemy cast X Spikes
1
2
3
4
5
—
Foam Spikes
Spikes deal +X DMG and inflict Foam
10%
20%
30%
40%
50%
—
Frost Spikes
Spkes deal + x DMG and applay X Ice stacks
—
—
1% / 30 stacks
—
—
—
Fire Thorns
Spikes deal X DMG and inflict Ignite
10%
20%
30%
40%
50%
—
Wound
—
—
—
—
—
—
—
Thunder
—
—
—
—
—
—
—
Double Thorns
Cast 2 Spikes, but their DMG is reduced by X
40%
35%
30%
25%
20%
—
Rebound
Spikes have a X chance to rebound
—
20%
—
—
—
—
Genie (trap) (5)
Perk
Effect
Common
Uncommon
Rare
Epic
Legendary
Weapon
Lucky Genie
Defating an enemy has a X chance to spwn a Genie
20%
—
40%
—
—
—
Spiritual Health
When a Genie Disappears, recover X HP
2
3
4
5
6
—
Genie Community
hould up to +X Genies and increase thier duration by +X Seconds
—
—
2 / 3sec
—
2 5sec
—
Sharp Genie
Genies deal +X DMG and inflict Wound
—
40%
—
—
—
—
Foam Genie
Genies deal +X DMG and inflict Foam
—
—
60%
—
—
—
Taser (trap) (9)
Perk
Effect
Common
Uncommon
Rare
Epic
Legendary
Weapon
Jumpstart
Taser nearly charged when entering a room
all tiers
—
—
—
—
—
Dazed and Confused
Taser-afflicted enemis take +X DMG
10%
20%
30%
40%
50%
—
Poison Shock
Tasers deal X DMG per second
2
—
—
8
—
—
Wound Taser
Taser inflicts Wound every X Seconds
—
—
—
2
—
—
Frost Taser
Taser Applies X Ice Stacks per second
—
—
3
—
1
—
Fire
—
—
—
—
—
—
—
Storm Taser
Taser applies X thunder charges per second
4
—
—
—
—
—
foam
—
—
—
—
—
—
—
Dual Shock
Target two enemies and last +X
10%
20%
30%
40%
50%
—
Paths without published tables
Poison (Blob-Life): damage over time; each tick raises the next tick, reapplying only extends the duration, and letting it drop resets the damage.
Hex (Greed & Glory): deals 20 damage and bounces to another enemy, dissipating after three bounces; variants make a failed bounce hit harder, detonate after 1.5 seconds, or stack. Unlocks at Endless Vault challenge 2. Some Hex rows appear in the table above.
Bomb (1.0): marks enemies with explosive charges that detonate after enough hits, damaging nearby enemies.
Perk questions
Which perk path is best?
Creator consensus from the money-run guides: Thunder for area damage, Ignite and Wound as solid attack modifiers, and never Foam. Keep one path on the weapon and a different one on the gun, and take the same path again rather than mixing.
Do run perks carry over?
No. Combat pedestal perks last for the current run only. Permanent power comes from Tresna: weapons, armor, patches, potions, research and shop levels.
What are the trap perks?
Spikes, Genie and Taser perks modify environmental traps. Traps are rare, single-use and absent in boss fights, so most guides tell you to skip these unless nothing better is offered.
Where are the Poison and Bomb perks?
The Poison path (Blob-Life, May 2026) applies a damage-over-time that grows with each tick but has a short duration, and the Bomb path (1.0) marks enemies to detonate after enough hits. Neither has had its individual perk values published, so they are described but not tabulated.
Sources
Perk names and values: the Perks page of the Moonlighter wiki (Fandom), transcribed on 2026-09-03; path descriptions: EA
Progress #2, Greed & Glory, EA Progress #4, Blob-Life and 1.0 announcements on Steam; path advice: creator money-run guides (Nov 2025).