GuideMoonlighter 2
Moonlighter 2 Perks Guide: Every Perk Path and Which to Pick
No official tier list exists, so pick a path by how it deals damage, not by its name. Foam off your gun is the safest first build.
VerdictCommit to one path by the third perk room and put it on the attack you use most. Foam through the gun is the easiest start; Hex is for crowded rooms.
Moonlighter 2 perks split into two systems, and most bad runs come from treating them as one. Combat perks are what you pick up room by room in a dungeon run; Shop Perks are what you earn at the counter by pricing relics well. This guide is about the combat side. Our call: pick one ailment path early, put it on the attack you actually press most, and only branch out when a combination perk links your path to a second one. If you want a default, Foam fed through your gun is the build players keep coming back to.

About the game
Moonlighter 2: The Endless Vault
Digital Sun · 11 bit studios
There's no official tier list. Digital Sun has never ranked perks, so everything below the path descriptions is our judgement, built from the developer's own notes on how each path works and from what players report in their runs.
How Moonlighter 2 perks work
The Early Access launch post promised "almost 100 perks", and the roster has grown since. You pick a route on the dungeon map, where perk rooms are marked by path: one of the store screenshots shows an Aeolia map whose legend lists Ice Perk and Thunder Perk rooms next to chests, events, the Blacksmith and elite enemies. So you can steer toward the path you want before you enter the room.
Every run is yours alone: Steam lists Moonlighter 2 as single-player, as our Moonlighter 2 multiplayer explainer covers, so there's no partner to split perk paths with. Beyond the path rooms, three other kinds of perk turn up:
- Event-room vendors. The Greed & Glory update in March gave Sliver, Nou, Anacard and Andrei "many new perks". The perks the wiki lists for Sliver are about loot (better relic quality, an extra chest from a boss), not damage.
- Hazard perks. Spikes, Taser and Genie were redesigned in the same update to work with the main paths. On the community wiki, many of them carry a path tag, such as Foam Spikes or Wound Taser.
- Challenge perks. These trade a short handicap for a run-long bonus. Trigger Discipline asks you to skip your gun for three encounters, then raises gun damage.
One more name causes confusion: Spark perks. The Endless Void armour gives extra critical damage "for every Spark perk equipped", which suggests they're counted apart from the ailment paths. No public source we found lists them in full, so we won't guess at them here.
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Every combat perk path at a glance
The community wiki's perk tables were last edited on March 14, 2026, before Poison and Bomb existed, so we use them for perk names and what each perk does, not for exact numbers. A second fan transcription groups the roster into the same eight ailment paths and flags that Poison and Bomb are still missing from its source tables.
| Path | How it deals damage | Added | Perks to look for |
|---|---|---|---|
| Fire | Ignite, damage over time | Original roster | Combustion, Double Burn, Lingering Flames |
| Ice | Stacks that build and get consumed | Original roster | Frost Attack, Galactic Shot, Cold in the Bones |
| Foam | Delayed explosions | Original roster | Water Gun, Chain Reaction, Pressurized |
| Thunder | Charges that cast a Thunder strike | Original roster | Static Attack, Volt Special, Surge |
| Wound | Replica damage on the next hits | Original roster | Contagious Wound, Critical Wound, Scarlet Gun |
| Hex | 20 damage that bounces three times | Greed & Glory, March 11, 2026 | Not in the wiki tables yet |
| Poison | Damage over time that grows each tick | Blob-Life, May 20, 2026 | Not in the wiki tables yet |
| Bomb | Marks that explode after enough hits | 1.0, September 2, 2026 | Not in the wiki tables yet |
Source: "Introducing the Hex perks!" video still at 0:09 (Digital Sun Games on YouTube)
Which path to pick, one call per path
Foam: the best first build. Foam explodes after a delay, and Water Gun changes the rule so it only explodes from gun shots, for more damage. That turns the gun into a trigger you control. Chain Reaction spreads the blast to every other foamed enemy, and Pressurized lengthens the fuse for more damage, which doesn't hurt you if the gun is setting it off anyway. We'd take Foam whenever the first perk room offers it.
Fire: steady and easy to stack. Ignite does its work over time, Double Burn lets it land twice, and Combustion makes an enemy explode when its Ignite ends. Fire is the path that rewards you for doing nothing clever. Take it if your weapon hits often.
Wound: strong, but it wants commitment. Wound works through Replica damage on follow-up hits. Contagious Wound spreads it to nearby enemies and Critical Wound lets it crit. It's a deep path, so it pays off only if you keep taking Wound perks. The 1.0 Hotfix 1 fixed a crash caused by "a specific combination of Wound and Ignite perks", so if a Fire and Wound run crashed on you at launch, that's gone.
Thunder: good with fast weapons. Static Attack and Volt Special build Thunder stacks, and Surge can cast a Thunder when an enemy dies. Since your Attack grants stacks per hit, a weapon that hits often should fill the meter fastest.
Ice: a support path. Ice is the least documented of the original five: the wiki's Ice table is mostly blank rows, with four perks filled in. Its clearest role is as a partner, since two of the five combination perks need it. We'd only lead with Ice if the run gives you nothing else, and keep it as a partner for Fire or Wound.
Hex: for crowded rooms. Digital Sun's description is the clearest of any path: Hex "deals 20 damage and bounces to another active enemy", and after three bounces it's gone. If it fails to bounce, its next hit becomes stronger. It shines in rooms full of small enemies and has little to work with in a one-on-one boss fight. It also isn't available on day one: it "unlocks once you reach Endless Vault Challenge 2". The numbered challenges double as Steam achievements, listed in our Moonlighter 2 achievements guide.
Poison: high ceiling, high upkeep. Each tick increases the next, but the developer warns that it "has a relatively short duration", so you must keep reapplying it. Take it on a weapon or gun that hits the same target constantly.
Bomb: the newest path, least known. Added in 1.0, Bomb marks enemies so they explode after taking enough attacks, damaging whoever stands nearby. Neither fan list we checked documents its individual perks yet. We'd treat it like Foam's cousin: good in packs, slower against a single boss.
GODEEPER: If a perk card says it makes "Dimensional Effects" stronger, it means your ailments. Our Moonlighter 2 dimensional effects guide explains the wording and when that perk is worth a slot.
Combination perks are where runs take off
Combination perks link two paths, and they're the reason to branch out at all. The wiki lists five:
- Frostburn (Ice and Fire): Ignite applies an Ice stack.
- Frostbite (Ice and Wound): Ice raises Replica damage.
- Foam Wound (Foam and Wound): Replica raises Foam explosion damage.
- Sparking Foam (Foam and Thunder): applying Foam adds Thunder stacks.
- Foam Blaze (Foam and Fire): Foam explosions remove Ignite and raise Foam damage by 200%.
That effect still exists in 1.0. One player described a Foam and Ignite run on September 14 where the last perk before the boss was "Foam Explosions remove Ignite and increase Foam Damage by 200%", adding: "That was my fastest boss run". That's also the argument for Foam as a first path: it has more combination links than anything else on the list.
If you like this commit-early style of build planning, compare how it plays out in other roguelites we cover: the Cursemark best builds guide pairs weapons with runes, and the Die in the Dungeon best build has its own Poison route.
What players run
The build that keeps coming up on r/Moonlighter is Foam. In a thread titled "What is the best build and why is it Foam?", one player explained the setup: "ideally the fist weapons apply foam", then you take the perk where "foam does 100% percent more damage but can only be triggered by the gun". Another replied on October 18: "my best run was basically foam gun, proc foam on gun + foam adds thunder stacks. it was amazing."
Weapon choice matters too. The player behind the Foam Blaze run argued that the Ultimate Large Sword "buffs the strength of all Perk builds", which is why they preferred it to a weapon that only shines with the right perks. Our Moonlighter 2 weapons tier list covers the rest of the armoury.
Not everyone gets there. In the same Foam thread, one player wrote: "I never get any good perks and Im well past end game". If that's you, the fix is usually focus, not luck (see the mistakes below).
What the official clips show
Digital Sun's 14-second Hex clip is the best look at the path in motion. From 0:04 purple marks jump from enemy to enemy, at 0:09 a string of 45-damage numbers pops over several enemies at once, and at 0:11 the pack is still being hit. That's the crowded-room case where Hex earns its place.
11 bit studios' 35-second Poison clip shows the upkeep problem. The first green cloud lands on an enemy at 0:03, a large green burst goes off at 0:18, and by 0:33 the player is still reapplying it to the same target.
Source: "Poison" video still at 0:18 (11 bit studios on YouTube)
Shop Perks are a different system
Shop Perks don't come from dungeon rooms at all. You earn them at the counter, and only when a relic sells at a Cheap or Perfect price. Our Moonlighter 2 price guide covers the four price tiers and the Shop Perk screen, so we won't repeat it here. If you're still learning the shop and dungeon loop together, the Moonlighter 2 tips for beginners is the better place to start.
GODEEPER: Boss fights are where a weak build shows. The Moonlighter 2 bosses guide covers each fight, so you know whether your path needs to handle packs or one big target.
Common mistakes
- Taking the highest-rarity card every time. A Legendary perk from a path you aren't running usually does less for you than a Common one that feeds your build.
- Spreading across three paths. Most path perks only boost their own ailment. Two paths make sense when a combination perk joins them.
- Putting the ailment on the wrong button. A Foam perk on your Special does little if you mostly use the gun. Match the perk to the attack you press most.
- Picking Hex for a boss rush. Hex wants targets to bounce between. One boss gives it nowhere to go.
- Ignoring the map. Perk rooms are marked by path before you enter them. Route toward your path instead of taking whatever comes next.
Our take
We'd start every new save with Foam and a fast gun, because it's the one path where the trigger is in your hands, and Foam appears in three of the five combination perks. Once Hex unlocks at Endless Vault Challenge 2, keep it for dungeons heavy on small enemies. Poison and Bomb are worth experimenting with, but their perk lists aren't documented yet, so we'd build them only when the run offers several of their cards early. The biggest gain isn't any single perk. It's deciding on a path by the third perk room and sticking to it. For the full cluster, start at the Moonlighter 2 complete guide hub, and our Moonlighter 2 review covers whether the game is worth your time in the first place. Playing on a handheld? The Moonlighter 2 Steam Deck guide covers its Verified status and settings.
How we checked this
We haven't played Moonlighter 2 for this guide. On October 23, 2026 we read Digital Sun's and 11 bit studios' Steam posts from the Early Access launch through 1.0 Hotfix 1, the Moonlighter Fandom wiki's Perks page and its edit history, a second fan transcription of the perk roster, and r/Moonlighter build threads. We downloaded the official Hex and Poison clips and stepped through them for the timestamps above, and checked the dungeon map legend on a Steam store screenshot.
References
- Moonlighter 2: The Endless Vault on Steam, Steam
- Greed & Glory Update, Blob-Life Update, 1.0 launch post and 1.0 Hotfix 1, Digital Sun and 11 bit studios on Steam
- EA Progress #2: Hex reveal, Digital Sun on Steam
- Perks, Moonlighter Wiki (Fandom)
- Introducing the Hex perks!, Digital Sun Games on YouTube
- Poison, 11 bit studios on YouTube
- Digital Sun, developer site
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