Laughless Saint Perks List

How you get perks

Perk points arrive through levelling: use skills, earn experience, level up, then assign skill points and pick a perk. Perk points sit to the right of the skill list on the character sheet.

The trees are large. A player going through them on stream gave up partway with “dude, there’s a ton of these” — so the table below is a documented sample, not a complete tree.

The best early perk is in a tree you will want to skip

If you are playing a fighter or a mage, the pickpocket tree looks like dead weight. One perk in that progression grants +100 carry capacity.

Inventory weight is one of the real friction points in this game, which makes that the strongest quality-of-life pick available to any build.

Stop building only down the lane that matches your class fantasy. Read the side trees because one strange perk may solve a problem you have been dragging around for hours.

Confirmed perks

Observed directly on the character sheet during a playthrough. Names are transcribed from a spoken playthrough, so effects are more reliable than exact spellings — NerveLabs has published no perk reference.

PerkEffect
OlympianStamina regenerates 40% faster
Stone BloodedImmunity to poison
ConductiveTake no fire damage, but double lightning damage
GeomancerFire is stronger in daylight; frost and lightning stronger at night
SummonerYour summons are stronger and last longer
Holy FireFlame spells do significantly more damage to undead
Deflection of the QueenTake 20% less damage from all sources when blocking
Ghost BloodedTake and deal half damage
DysmorphicDeal more physical damage, but take more magic damage
RegenerationHalf max health, but slowly heal over time
Unstable SoulYou explode when you die
Fashion SoulArmour no longer affects you, for better or worse
Heated RivalryMore damage while another party member has lower health than you
ChefEnemies drop more meat
Enemies drop rarer, weirder meat
Move, jump and attack faster while nothing is equipped
Take less damage while underground or under a roof
Chance to find extra items when resting
Alcohol has 1.5× effect
Increase damage against beastmen
Increase damage against humans; unlocks unique dialogue options
Attack faster; sometimes you attack on your own

What this list tells you about build design

Three patterns worth reading off the table:

Most perks are two-sided. Conductive, Dysmorphic, Regeneration, Ghost Blooded and Fashion Soul all give and take. This game does not do straight upgrades — the same principle applies to blessings, where Stone’s blessing halves magicka regeneration.

Several are conditional on the world, not the fight. Geomancer changes with time of day, one perk keys off being underground or under a roof, Heated Rivalry keys off your co-op partner’s health. That rewards picking perks around how you actually play rather than raw numbers.

Some are build-defining rather than incremental. Fashion Soul removing armour from the equation, or Regeneration halving your health pool, are the kind of picks you build a character around. Ghost Blooded (take and deal half damage) is the oddest — mathematically it stretches fights out rather than changing who wins them.

Two are explicitly co-op perks. Heated Rivalry only functions with a party member. See co-op and multiplayer.

Carry capacity: the other levers

Since weight is the problem the pickpocket perk solves, the other confirmed options:

  • Race choice — the lizard-people race carries considerably more (races)
  • Update 7 added a sell-all / take-all-from-stacks hotkey, which reduces the busywork rather than the limit

Sources

  • “First Look” gameplay playthrough, character sheet walkthrough, for the perk list and effects.
  • “10 Things the Game DOESN’T Tell You” for the +100 carry capacity pickpocket perk and side-tree guidance.
  • “Check Out” early access review for the level-up loop.
  • NerveLabs Update 7 announcement, 21 Aug 2026, for the stack hotkey.
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