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REFERENCE

The Perks Worth Taking, Skill by Skill

Main level and stats

PerkWhereWhat it does
Martin’s Heritage / Radzig’s HeritageMain level 10Faster growth in swords, crafting and survival — or in heavy weapons, marksmanship and scholarship. Pick the one that matches your weapon
Undaunted CavalierMain level 8Charisma above 20 adds armour
Train Hard, Fight Easy I and IIStrength 6 / 10Weapons need 2, then 5, less Strength: the best early perk in the game
Tight GripStrength 10Stealth kills and knockouts land more reliably
Deft Hands I and IIAgility 6 / 10Weapons need 2, then 5, less Agility
TotentanzAgility 12A perfect dodge gives 15% attack for five seconds
Thick-BloodedVitality 6Slower bleeding: an early survival perk
Well-DressedVitality 10Clothes and body dirty 20% slower; Charisma stays up
Jack of All TradesSpeech 10Bonus to skill checks and more experience from them
Battle CrySpeech 1210% more damage for twenty seconds after a battle cry (Vandal, GamerGuides; PCGamesN says ten)

Skills

PerkWhereWhat it does
Secret of MatterAlchemy 8One extra potion per successful brew
Water of LifeAlchemy 12Potions heal 25% faster
Thorough MaintenanceCraftsmanship 8Gear wears 10% slower
Keen EyeCraftsmanship 10Experience from paid repairs
NightcapDrinking 6Lighter hangovers, beds 10% more restful
Enhanced MixtureDrinking 16Any potion heals while drunk
Head Start / Ride Like the WindHorsemanship 8 / 10Quick start from standing; less stamina at the gallop
Charming Companion / BarkHoundmaster 10 / 12+3 Charisma with Mutt nearby; the dog distracts enemies
Liberal Arts / ExplorerScholarship 10 / 18See dialogue check difficulty; reveal the whole map
One Way or Another / Surprise AttackStealth 6 / 12A failed stealth kill still debuffs; an unseen ranged hit debuffs
Leg Day / LeshySurvival 10 / 12Herb picking trains Strength; forests boost stats and stamina
Rapid Flight / Mischief ArtistThievery 8 / 14Failed pickpockets go unnoticed; +3 Thievery and Stealth after a lock

Combat

PerkWhereWhat it does
Against All Odds / RiverWarfare 8 / 10Stats when outnumbered; dodging restores stamina
Showtime / Magister DimicatorSwords 8 / 14Combos and master strikes restore stamina; +5 swordsmanship after a combo
Onslaught / Concussing BlowHeavy Weapons 14 / 16Combos at half stamina; blunt combos stop dodges
Iron Harvest / Tormenting StrikePolearms 10 / 14Stamina back after a combo; their stamina regenerates slower
Start Me Up / SandmanUnarmed 10 / 12Stamina after an unarmed combo; easier knockouts
Crippling Shot / Hal Shot FirstMarksmanship 6 / 10 (PCGamesN; Fextralife says 8 for Hal Shot First)A hit drains their stamina; the first shot does 15% more

Still to verify

Cross-checked on 17 September 2026 against PCGamesN’s perk guide (every perk, level and effect in the tables), Fextralife’s and TheGamer’s best-perk lists, which overlap on Jack of All Trades, Battle Cry, Secret of Matter, Head Start and the weapon-requirement perks; the recommendations are theirs, not from a playthrough. Re-checked on 1 October 2026 against Vandal and GamerGuides. What is still unverified is the only thing reading cannot settle — nobody here has played it.
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