Upon encountering legends one through five each of them give different perks depending on how many times you encountered them. As these five legends are difficult to encounter, the perks are often worthwhile.
While the Charm Champion's perks appear to have significant risk to what she provides, passing the risk means gaining full advantage of the perk she has to offer. She is the easiest to encounter of the five legends who offer perks.
Encounter Condition: Highest encounter chance in romantic settings with multiple compatible couples within the same area.
Encounter 1 Risk: Low - Her appearance has about a 10% chance of seducing the person who encounters her. The roll occurs when she is giving the person their first perk.
Encounter 1 Perk: A love amulet. Can be sold for a significant price or kept to boost wearer's charm a little. Boost is increased if wearer encourages romance.
Encounter 2 Risk: Moderate - She will hug you, the hug is very comfortable and encourages a longer length. 90% of people who encounter her a second time end up seduced on this encounter. If you pull away early enough you can pass this risk. Chances of escape start at 50%, decrease to 30% after 30 seconds, decrease to 5% after 60 seconds, decrease to 1% after 2 minutes. Seduction is guaranteed after 5 minutes of hugging.
Encounter 2 Perk: A heart ring. Can be used to charm on touch. Ring's power is determined by how long one hugs the Charm Champion after receiving the ring. Ring can be sold for a very high price and value increases slightly the stronger the ring's power.
Encounter 3 Risk: High - She will cuddle and snuggle the person which has a 95% chance of seduction. She pins the person to the ground and gets intimate. No person has endured her third encounter before.
Encounter 3 Perk: Choose one person to make permanently fall in love with you.
Encounter 4 Risk: High - She gets intimate with the person and will seduce them. If the person completes three trials without failing three times in one trial and does not give their soul to her out of seduction they will pass. No one has made it to this risk, so there is no statistics on pass rate.
Encounter 4 Perk: A Cupid Bow and 100 Cupid Arrows. 100% charm rate with equipment. Sells for a massive fortune.
If the person fails a risk, trial, or gives their soul to the Charm Champion, then they will become her personal servant forever.
Golden God is a master of magical and physical combat able to single-handily turn the tide of any battle, no matter the numbers. The risk is quite simple at first, but sometimes he will provide the perk without a risk.
Encounter Condition: A battle involving greatly unbalanced numbers OR when a one of a kind weapon of great power is for sale at a shop.
Encounter 1 Risk: Risk is only tested if person is not engaged or recently engaged in a tough battle. Trial of magic where person must avoid AoE magical spells for a short period of time.
Encounter 1 Perk: One magical spell will be taught. Type of spell varies, but will not be a element person is weak to.
Encounter 2 Risk: Risk is only tested if person's HP is at 80% or higher unless person self inflicted the damage in which risk is tested anyways. Trial of Brutality where person must endure physical attacks from him for a short period of time.
Encounter 2 Perk: One physical skill will be taught. Skill type will be associated with person's primary weapon type or a general physical skill.
Encounter 3 Risk: Trial of power where a person must destroy numerous explosives before they detonate. Explosives are tough to destroy and their detonation covers a large area of the trial. Occasional attacks from him will be thrown in as well and must be avoided.
Encounter 3 Perk: A special move will be taught. This move can be used regardless of ailments so long as it has been given enough time to charge.
Encounter 4 Risk: Trial of war where a person is placed as a leader of a small army against a much larger army. Person gets to choose the role they get to play in this scenario. Success is declared when the opposing army surrenders or is wiped out completely. Defeating the leader of the opposing army provides an advantage, but will not result in success unless enough of the opposing army is defeated.
Encounter 4 Perk: Person gets to keep their played role as a form they can transform into. They can also manage equipment and stats of this form independent of their original form.
Encounter Failure: Will always result in voiding the encounter. Encounter 1 failure will also result in loss of memory of encounter (but remember Golden God's appearance). Encounter 2 failure results in loss of a limb. Encounter 3 failure results in a short coma. Encounter 4 failure results in a near death experience.
Crazy Scientist offers some one of a kind perks if one is willing to risk themselves with his experiments. Risk is about equal to perks when encountering Crazy Scientist.
Encounter Condition: Create a new species (via experimentation has slightly higher chance) OR successfully conduct a high risk high reward experiment.
Encounter 1 Risk: Person winds up in lab with Crazy Scientist and must create a mixture using the instructions posted all over the room. Careful reading of the instructions and proper deduction skills will result in ordered instructions on how to create the mixture.
Encounter 1 Perk: Rare potion (except full revival).
Encounter 2 Risk: Person must herd a group of experimental creatures from one point to another while avoiding mechanical hazards. If an experimental creature is killed or person is hit by a hazard then risk fails.
Encounter 2 Perk: Person gets to create and keep a personal creature of their own.
Encounter 3 Risk: Person must create an anti-zombie antidote and apply it to all zombies in the area. Instructions are scattered throughout bunker, but zombies will start to gather around the bunker if person takes too long. Getting bitten by a zombie will result in failure.
Encounter 3 Perk: Person becomes immune to being transfigured (immunity to vampirism, werewolf, zombification, etc.).
Encounter 4 Risk: Person must care for a dangerous experimental creature for an entire day.
Encounter 4 Perk: Select one creature to gain the ability to freely shapeshift to and from.
Encounter Failure: Encounter failures will result in voiding the encounter. Encounter 1 failure will result in loss of eyesight. Encounter 2 failure will result in loss of touch. Encounter 3 will result in becoming a zombie. Result 4 results in being consumed.
Lady Luck is very difficult to encounter, but she also doesn't typically offer trials and just gives perks.
Encounter Condition: Have remarkably bad luck, such as 15 RNG failures in a row. Can also be encountered coincidentally.
Encounter 1 Risk: Only tested when person encountered does not meet encounter condition. Choose a button to press, 50% of the buttons are correct and 50% are incorrect. Press three correct buttons to succeed. Three incorrect buttons results in failure.
Encounter 1 Perk: Your next event of luck cannot fail. Degree of success will still vary.
Encounter 2 Risk: Only tested when encounter is coincidental. Select the correct present from five presents to succeed. You get to keep the item found inside, but only the correct present will trigger success.
Encounter 2 Perk: Your next event of luck will critically succeed.
Encounter 3 Risk: Only tested if person's luck based success rate is greater than 50%. Person will play a chance card game of Lady Luck's choice. Win to succeed.
Encounter 3 Perk: Each instance of good luck will occur in streaks of seven.
Encounter 4 Risk: A party game (Mario Party?) that is luck based will be played. Win to succeed.
Encounter 4 Perk: Befriend Lady Luck and receive her blessing plus a gem that sets critical success rate to 50%.
Encounter Failure: All luck based actions will fail for 24 hours and encounter void. Encounter 3 failure critical success rate 0%. Encounter 4 failure success rate dropped by 50%.
Soul Reaper has only been encountered and survived once as the condition for encountering him is typically when someone is dying. Soul Reaper is very high risk, although the rewards are death defying.
Encounter Condition: Witness a fresh death AND plea to Soul Reaper to spare person to die.
Encounter 1 Risk: Person must make a significant offering to Soul Reaper. There is a small chance Soul Reaper will be in a good mood and spare the life without a bargain.
Encounter 1 Perk: Person who was to die will be revived.
Encounter 2 Risk: Person must make a sacrifice to the Soul Reaper.
Encounter 2 Perk: Person is granted auto-revive for immunity against one deadly blow.
Encounter 3 Risk: Fighting trial where person must fight off all enemies. Failure if hit by any enemy.
Encounter 3 Perk: Inflict death on anyone not immune to it.
Encounter 4 Risk: Choose a door from ten doors. Only one door is the correct door. Careful observation and lots of patience can reveal the door, but the other doors may stand out to try to trick the person. Success if correct door is chosen.
Encounter 4 Perk: Become immortal.
Encounter Failure: All doom instances are not cleansable. Encounter 1 doom 1 week. Encounter 2 doom 1 day. Encounter 3 doom 1 hour. Encounter 4 death.