The consensus
| Perk | Where | Why |
|---|---|---|
| First Aid I–III | Main level | Bandages heal more; the only healing that is not a bed or a potion |
| Savage | Main level | Stat bonuses in the wild, where most fights are; Burgher is its town twin |
| Local Hero | Main level | Bonuses from good reputation — the honest Henry’s pick over Infamous |
| Contemplative | Main level | No hunger or sleep loss while standing still: reading and waiting stop costing |
| Mule I–III | Strength | Carry weight, which is the difference between riding home and walking |
| Sprinter | Vitality | 20% faster sprint for 20% more stamina; the escape perk |
| Well Worn | Defence | Armour weighs less: heavier plate without the penalty |
| Perfect Block | Defence | A perfect block takes no damage and no stamina — the bridge to the master strike |
| Silver Tongue | Speech | Better haggling, which is groschen every day |
| Luck of the Drunk | Lockpicking | Locks 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.