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REFERENCE

The Perks Worth Taking (2018)

The consensus

PerkWhereWhy
First Aid I–IIIMain levelBandages heal more; the only healing that is not a bed or a potion
SavageMain levelStat bonuses in the wild, where most fights are; Burgher is its town twin
Local HeroMain levelBonuses from good reputation — the honest Henry’s pick over Infamous
ContemplativeMain levelNo hunger or sleep loss while standing still: reading and waiting stop costing
Mule I–IIIStrengthCarry weight, which is the difference between riding home and walking
SprinterVitality20% faster sprint for 20% more stamina; the escape perk
Well WornDefenceArmour weighs less: heavier plate without the penalty
Perfect BlockDefenceA perfect block takes no damage and no stamina — the bridge to the master strike
Silver TongueSpeechBetter haggling, which is groschen every day
Luck of the DrunkLockpickingLocks 30% easier and 30% louder: early access to every chest

The rule

  • Perk points come per skill level and per main level; nothing refunds them but Lethean Water. Read both options.
  • Sword and Defence perks feed the master strike; take those before anything cosmetic.
  • Mule and Sprinter are quality of life that turns into survival on hardcore, where you cannot fast-travel out of an over-encumbered walk.

Still to verify

Cross-checked on 17 September 2026 against TheGamer’s best-perks list (the ten in the table), ScreenRant’s early-perk guide and Game Rant’s, which agree on First Aid, Savage, Mule and Perfect Block; the recommendations are theirs, not from a playthrough. Not from a playthrough: checked against the sources above. Still to confirm in-game.
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