Stat perks can be gained from each of the categories listed below. The following recommendations are reasoned based on the frequency that a perk will be useful in your first playthrough.
Main level¶
Perk | Level | Effect |
---|---|---|
Ascetic | 2 | You’ll last 30% longer without food, but as soon as you get hungry, the effects will be 20% worse. |
Manly Odour | 2 | When dirty, you’ll have 50% more Charisma when talking to women. However, people will smell you a mile off, reducing your Stealth skill by 30%. |
Night Rider | 2 | Your Stamina will regenerate 20% faster at night, but 10% slower during the day. |
Scout I | 2 | Slightly increases the sight distance of Fast Travel and also the chances of Evading by 10%. |
Wanderer | 2 | You grew up in impoverished conditions, so comfort of beds is inverted to you. The worse the bed, the better you sleep, and vice versa. |
First Aid I | 3 | Enables you to use bandages. |
Insomniac | 4 | Increases the time you can do without sleep. Your Energy Lvl falls one quarter more slowly. |
Renegade Brand | 4 | Penalties on Stats following release from jail are 20% lower. |
Burgher | 6 | In towns and villages and their immediate vicinity you have a +1 bonus on Strength, Agility, Vitality and Speech. Can’t be combined with Savage perk. |
First Aid II | 6 | Bandages are 25% more effective. You can also apply your healing skill in dialogues. |
Savage | 6 | In the wilds you have a +1 bonus on Strength, Agility, Vitality and Speech. Can’t be combined with the Burgher perk. |
Scout II | 6 | Increases the sight distance of Fast Travel and also the chances of Evading by another 10%. |
Brute | 8 | You favour brute strength to a pleasant demeanour. You get a +2 Strength bonus, but a -1 penalty on Charisma and Speech. Can’t be combined with the perks Ken, Golden Tongue, Juggler or Cloak and Dagger. |
Cloak and Dagger | 8 | You prefer to remain in the shadows. You have a +2 Stealth bonus at the cost of a -1 penalty to both Strength and Speech. Can’t be combined with the perks Ken, Brute, Juggler or Golden Tongue. |
Golden Tongue | 8 | You always favoured diplomacy over brute force. You get a +2 Speech bonus, but a -2 Strength loss. Can’t be combined with the perks Ken, Brute, Juggler or Cloak and Dagger. |
Juggler | 8 | You’ve been exceptionally supple and agile since childhood. However, turning somersaults and falling on your head has left its mark. You have a +1 Agility bonus, but a -1 penalty on Speech and Charisma. Can’t be combined with the perks Ken, Brute, Golden Tongue, or Cloak and Dagger. |
Ken | 8 | You’re handsome and charismatic, but you haven’t built up your Strength. Charisma +2, Strength -2. Can’t be combined with the perks Juggler, Brute, Golden Tongue, or Cloak and Dagger. |
Scholar | 8 | Your momentary Reading Level increased by 3. But your Strength and Warfare skills have each incurred a -1 penalty. |
First Aid III | 10 | Bandages are 50% more effective. For a village boy, you are quite the sawbones. The perk opens the most advanced options in dialogues connected with healing. |
Infamous | 10 | With a low Reputation in a given area, you also get a +1 bonus on Strength, Agility, Vitality and Speech. But your Reputation rises much faster than usual and the penalties for serving jail time are less. Can’t be combined with the Local Hero perk. |
Local Hero | 10 | If your Reputation is high in an area, you get a +1 bonus on Strength, Agility, Vitality and Speech there. At the same time, though, your Reputation falls much faster than usual and the penalties for jail time last longer. Can’t be combined with the Infamous perk. |
Scout III | 10 | Greatly increases the sight distance of Fast Travel and also increases the chances of Evading by another 10%. |
Contemplative | 12 | As long as you remain still, your tiredness and hunger will stay at the same Level. |
Recommended acquisition order per level: Scout I > First Aid I > Insomniac > Savage > Golden Tongue > Scout III > Contemplative
Strength¶
Perk | Level | Effect |
---|---|---|
Gravedigger | 2 | Carrying dead or unconscious bodies won’t cost you any Stamina and they will burden you only half as much. |
Stronghold | 2 | Blocking an opponent’s blows will cost you 30% less Stamina. |
Clinch Master | 4 | Gives you one third higher chance of overpowering your opponent in a clinch. |
Mule I | 4 | You can carry 15 pounds more. |
Boar | 6 | You can deplete an opponent’s Health and Stamina by bumping into him at a sprint. The effect is increased if your armour is heavier than his. |
Tight Grip | 6 | Your Stamina regeneration will not slow down in combat, even on the weapon backswing. |
Headcracker | 8 | You have a 10% greater chance of knocking out an opponent with a blow to the head. |
Heavy Swing | 8 | Your attacks cause 20% greater damage, but cost you 10% more Stamina. Applies only to weapons that require Strength in order to wield. |
Mule II | 8 | You can carry 20 pounds more. |
Mule III | 12 | You’ll be able to carry 25 pounds more weight. |
Dreadful | 14 | Foes will be more likely to flee from combat with you. The ones who do fight you will be less determined. |
Recommended acquisition order per level: Gravedigger > Mule I > Tight Grip > Headcracker > Mule III > Dreadful
Agility¶
Perk | Level | Effect |
---|---|---|
Dodger | 0, Train with Captain Bernard | Let’s you jump aside during combat. |
Featherweight | 4 | Falling will cause you 30% less injury. |
Fast Striker | 8 | Your attacks will demand 30% less Stamina, but will also cause 20% less injury. Applies only to weapons that are based on Agility. |
Light Armour | 8 | If you’re not wearing plate armour, it will be 50% easier for you to dodge strikes in combat. |
Perfect Throw | 12 | You have a better chance of throwing winning dice. |
Taunt | 12 | A successful evasion during combat will lower your opponent’s morale. |
Recommended acquisition order per level: Featherweight > Fast Striker > Taunt
Vitality¶
Perk | Level | Effect |
---|---|---|
Marathon Man | 3 | You run slower, but keep it up for longer. Your sprint speed is 20% slower, but demands 20% less Stamina. Can’t be combined with the Sprinter perk. |
Sprinter | 3 | You run faster, but also tire faster. Sprinting is 20% faster, but costs 20% more Stamina. Can’t be combined with the Marathon Man perk. |
Thickblooded | 3 | You bleed slower. |
Balanced Diet | 6 | If you don’t either overeat or go hungry for 5 consecutive days, you get a +1 bonus on Vitality and Agility. |
Human Dustbin | 6 | You can dispel hunger with anything. You won’t suffer from eating poisoned or spoiled food, but neither will you have any positive effect from it. Does not apply to alcohol. |
Berserk | 9 | As soon as your Health falls to minimum, you go berserk and your Stamina regenerates four times faster. |
Blood Rush | 9 | After beating your first opponent, you get a 50% attack bonus and your Stamina will regenerate one quarter faster. |
Last Gasp | 12 | You’ll survive an otherwise fatal blow and your Health will even regenerate by 30%. Only activated once in a combat. |
Revenant | 12 | Your Health will regenerate gradually. |
Recommended acquisition order per level: Sprinter > Balanced Diet > Blood Rush > Revenant
Speech¶
Perk | Level | Effect |
---|---|---|
Final Offer | 4 | When a trader loses patience with you during haggling, you get one more chance to make another offer. |
Highborn | 4 | Increases your Speech level by +3 when talking to nobles and wealthy people. You can’t have the Lowborn perk simultaneously. |
Lowborn | 4 | Your Speech stat will rise by +3 when you talk to commoners. You can’t have the Highborn perk at the same time. |
Empathetic | 8 | In dialogues you’ll see your counterpart’s stats in skillchecks. |
Silver Tongue | 8 | Increases your Speech skill when haggling. |
Troubadour | 8 | You have a 50% higher Reputation when you talk to women, so you can persuade them more easily, and you can avail of bathwenches’ services for free. |
Trustworthy Middleman | 12 | Merchants will be more willing to buy stolen items from you. |
Recommended acquisition order per level: Final Offer > Empathetic > Trustworthy Middleman
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