Jeanioz
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If you gain Reputation, the increase will be 10 % higher.
You gain +1 to Strength, Agility and Vitality for every 15 seconds you are in combat. The maximum you can achieve is +5.
As your Strength increase, your carrying capacity increases faster. For each level of strength, you gain 12 points of carrying capacity instead of the usual 10.
If your Charisma is higher than 20, your armour will be considered 15 higher.
Changes in your reputation, good or bad, spread more widely across the land and among different groups of people.
In towns, villages and their surrounding areas, you gain a +1 bonus on Strength, Agility, Vitality and Speech.
If you are in an area where you have a good reputation (60 or more), you gain a +2 bonus on Strength, Agility, Vitality, and Speech.
At night, you have a +2 bonus on Strength, Agility and Vitality and a +3 bonus on Stealth.
In combat, you're far more resilient than a mere mortal. Your armour will be 10 points higher at all times.
It's easier for you to convince others the "nice way". You gain +2 to Persuasion, Impression and Presence. People are also more likely to try to solve crimes with you in person rather than going straight for the guard. But beware, the more dangerous you look, the more likely they still choose to go for the guard instead.
As long as you don't kill anyone, your non-combat skills will be increased by 2 and your Speech by 3. If you kill someone, you lose the bonus but can regain it if you don't kill anyone for 12 game hours.
Each level of Vitality adds 1 extra Stamina point. The effect also applies retroactively.
You will improve faster in Heavy Weapon, Shooting and Scholarship skills as all experience gained will be 10 % higher.
After killing an opponent in close combat, you gain 10 % more attack damage and faster stamina recovery. The effect lasts for 30 seconds.
People who attack you are motivated to really hurt you, making them stronger, braver and more resilient. The effect is multiplied based on the combat skills of your opponent - the stronger the opponent, the greater their buff is. What's more, you take 10 % more damage.
Once you're branded for a crime, the effect is permanent, and getting caught for any other serious crime will lead to your execution. What's more, guards will punish you more severely, and the consequences of these punishments will be more intense. The chance of you being randomly searched is also doubled.
You gain experience 40 % slower. You gain experience 40 % slower.
The required Strength for all weapons for you will be 1 less in total. In general, if your Strength level is lower than the weapon requires, you will do less damage with it. On the other hand, if it's higher, you'll do slightly more damage with it. With this perk, you'll arrive at that point sooner.
For every 5 levels of Strength, your Charisma increases by 1.
Blunt damage of all melee weapons is increased by 5 %.
Blunt damage of all melee weapons is increased by additional 5 %.
If you stay in fully charged attack, your stamina will slowly recover.
Charged attacks deal 5 % more damage.
Your carrying capacity will be increased by 20 pounds.
Shield blocks cost you 30 % less stamina.
The required Strength for all weapons for you will be 3 less in total. In general, if you have a lower Strength than the weapon requires, you will do less damage with it. On the other hand, if it's higher, you'll do slightly more damage with it. With this perk, you'll arrive at that point sooner.
The higher your Strength skill, the easier it'll be for you to knock someone out or kill them stealthily.
Your Strength will make it easier to win fights in the clinch, because it will be harder for your opponent to react to your actions.
Your carrying capacity is increased by 12 pounds.
If you carry a sack or even a dead or unconscious body, the weight only counts as a half. Therefore, they will hardly burden you, and carrying them will no longer cost you extra stamina.
Additionally, your carrying capacity is permanently increased by 8 pounds.
The piercing damage of all melee weapons is increased by 5 %.
The piercing damage of all melee weapons is increased by an additional 5 %.
The slashing damage of all melee weapons is increased by 5 %.
The slashing damage of all melee weapons is increased by an additional 5 %.
When sneaking, your movement will be 15 % faster.
When sneaking (crouch) your movement is 35 % faster.
After performing a Perfect dodge (a dodge in the window for a Perfect block) you get a 15 % weapon attack bonus. The effect lasts for 5 seconds.
The required Agility for all weapons for you will be 1 less in total. In general, if your Agility level is lower than the weapon requires, you will find it more difficult to fight with. On the other hand, if it's higher, attacks will cost less Stamina. With this perk, you'll arrive at that point sooner.
The required Agility for all weapons for you will be 3 less in total. In general, if your Agility level is lower than the weapon requires, you will find it more difficult to fight with. On the other hand, if it's higher, attacks will cost less Stamina. With this perk, you'll arrive at that point sooner.
After 10 seconds of fast sprinting, you will briefly get a big bonus on stamina recovery. When you slow down afterwards, you'll quickly regain your strength and can start running again.
If you use a one-handed weapon without a shield, attacks will cost 20 % less stamina. Blocking will also cost less stamina and be more effective. This effect works even with a torch in your offhand.
Dodges cost you 40 % less stamina.
Fall damage is reduced by 30 %
You'll be 20 % faster when sprinting.
When sprinting, you consume stamina 20 % slower.
If you don't overeat, get drunk or starve for 3 consecutive days, your stamina will recover 20 % faster and you will gain 10 % more experience in the Vitality stat. If you overeat, get drunk or starve, you will lose the perk effect and will need to reactivate it.
Your health will gradually regenerate up to 50 health points. This effect does not apply if you are in combat or bleeding.
Your health will slowly recover up to 75 health points continuously. The effect does not apply if you are in combat or bleeding.
If your health drops below 25 points during combat, you get a +25 bonus on your armour, increasing your chance of survival. The effect lasts until your health rises above 25 points again, or until combat is over.
A wound that would normally kill you won't, and you'll recover 25 % of your health. Once used, there is a cooldown before the perk can be activated again.
When your health drops below 25 health points during combat, you gain a +3 bonus on Strength and Agility for a time, and your Stamina regenerates 4 times faster.
Your clothes and body will get dirty 20 % slower. In addition, by washing at a tub you can get rid of all the dirt on your body, but you still have to go to a bathhouse or a pond with your clothes.
Washing at a tub or pier or taking a bath in a bathhouse will cure 10 points of your health. Plus, if you go to bed clean, you'll heal 25 % faster while you sleep.
Your Energy will slowly replenish while doing Alchemy, Sharpening, Blacksmithing or playing Dice.
You will bleed noticeably slower. Still, if you don't bandage up, you'll die eventually. You'll just have more time.
Your Nourishment will decrease 30 % slower, in other words you will last longer without food before hunger starts to bother you.
When dealing with women, you gain a +2 bonus on all skill checks, a 15% discount on purchases, and a 25% discount on bathhouse services.
If you use a Battle cry during a fight, not only will it give you courage, but it will also put fear into your enemies' veins. As a result, their morale will decrease and they are more likely to give up, run away or just generally find it harder to fight you.
If you use a Battle cry during combat, you deal 10 % more damage. The effect lasts for 20 seconds.
If you use a Battle cry during combat, you deal 15 % more damage in total. The effect lasts for 20 seconds.
The effect of the Dreaded Warrior perk will be even more powerful!
It's easier for you to sell stolen goods. If you succeed in doing so, you'll gain some Stealth and Thievery experience.
You can now sell stolen goods to anyone without fear of detection.
When a merchant loses his patience while haggling, instead of calling off the deal altogether, he'll give you one last chance to offer a fair price.
You get a bonus of +2 to skill checks. You'll also get twice the amount of experience from these skill checks.
You can sell and buy weapons, armour and clothing at a 10 % better price.
You buy and sell potions, herbs, recipes, books and alchemy-related items at 10 % better prices.
You get a +4 Speech bonus when haggling, making it easier to negotiate better prices.
When selling weapons, armour or clothing that are in near-perfect or perfect condition (98-100 %), you'll gain 10 % more money for them.
When you wear plate armour, you gain a bonus on Charisma ranging from +1 to +4.
In combat, your stamina will regenerate 10 % faster.
In combat, your stamina will recover an additional 10 % faster.
The Perfect Block is the best way to deflect your opponent's attack. It doesn't cost any stamina, and certain attacks can only be blocked with a Perfect Block.
The shield on your combat rosette will light up green when you're able to perform a Perfect Block.
If you attack right after performing a Perfect Block, you can perform a counter-attack - a riposte.
You can perform a riposte, i.e. attack immediately after performing a Perfect Block. To perform a riposte, press the attack key as soon as your weapon touches the opponent's during a Perfect block. A riposte can only be defended against with a Perfect Block. This technique is very effective against inexperienced swordsmen, and a duel of two master swordsman is often a chain of Perfect Blocks followed by ripostes until one of them slips up.
In combat, you can use a evasive maneuver. You can perform it by pressing the jump key along with a directional key. You can use it to quickly dodge attacks, move to a safe distance, or even move closer to your opponent. What's more, if you perform a dodge in the timeframe for a Perfect Block, your opponent will lose his balance, and it will be easier to break his defense.
If you move to attack from one direction but quickly change direction just before your attack, your opponent will have less chance to parry the attack.
Your attacks will be stronger the more injured you are. The effect will only work if you have 75 points of health or less.
When you're outnumbered in a fight, you deal 10 % more damage.
You've perfected your feint to the point that it's very difficult for even an experienced warrior to respond to it.
The weight of the armour you wear affects your speed of movement and how much stamina sprinting depletes. Using this perk, your armour will weigh you down 20 lbs less, thus having a lesser effect on your stamina. Neither the actual weight of your armour nor your carrying capacity will change, however.
If you are outnumbered in a fight, your stamina will recover 20 % faster.
Whenever you make a dodge, a perfect dodge or sprint during combat, you gain a +3 bonus on Warfare skill and your stamina replenishes 15 % faster. The effect lasts for 10 seconds.
In combat, you can maintain a steady stance and use it to your advantage. When you don't sprint or dodge for 10 seconds in battle, you'll gain +20 to your Armour. Sprinting or dodging will cancel this buff.
When fighting against superior numbers, you gain a +2 bonus on Strength, Agility, and Warfare skills.
If you are wearing a helmet, blows to the head will cause 20 % less damage.
Blocks will cost you 20 % less stamina and your shield and weapon will wear down 20 % slower by blocking.
If you wear boots repaired by yourself, sprinting will cost you 25 % less Stamina, so you can run longer and go further.
If you put on self-repaired boots, the sprint will cost you 50 % less stamina, so you can sprint longer and run further.
Now you will be able to forge weapons of the fourth, i.e. the highest quality. Weapons of this quality cannot be obtained in any other way than by forging them yourself, and their strength and effectiveness is unmatched.
Your gear will be damaged 10 % slower, so you don't have to repair it as often.
Your gear will take 20 % less damage.
Armour and clothing that you repair yourself with the Armourer's kit will make less noise when worn. The effect lasts until the item's quality level drops.
If you sharpen a weapon on the grindstone to a condition of 98 % or higher, the weapon gains a bonus effect that increases its slashing damage by 10 %. This effect will remain active as long as the weapon’s condition stays above 75 %.
Attacks and blocks made with heavy weapons consume 10 % less stamina.
Bows and crossbows that you repair yourself with the Bowyers kit are 10 % more powerful. Thus your shots will fly farther and have more penetration.
Stolen weapons, armour and clothing in your inventory will lose their stolen status 20 % faster.
When picking locks, your Thievery skill will count as 3 higher, so it'll be a lot easier. Plus, you can also make use of scrap iron, so you'll get an extra 1-3 lockpicks for each item you successfully forge.
If you get your gear repaired by a craftsman, you'll gain a little experience in Craftsmanship. The experience you gain will increase along with the repair price.
The weapons you forge will have excellent properties and will therefore take damage 20 % slower.
Repairs by craftsmen will be 20 % cheaper for you.
Melee attacks from horseback will cost you 15 % less stamina and it will be harder for enemies to unseat you.
Rearing your horse frightens your enemies much more than before.
If you charge into someone with a horse, their morale will drop significantly and they will suddenly be an easier opponent. Unless they run for the hills.
If you use a quick start $sprint; $sprint;, your horse will briefly run faster than the wind! The effect will last 10 seconds.
When using the fast start $sprint; $sprint;, the horse will start even faster than before and will not lose stamina. The effect will last 10 seconds.
Your horse will consume stamina 5 % slower while galloping.
Your horse will consume stamina 10 % slower while galloping.
Fully charged attacks made from the saddle will be 10 % stronger.
Your horse will deplete stamina 5 % slower, you will see 15 % further when using fast travel and you will have a better chance to react to events on the road or avoid them altogether.
Herring's stats are now significantly increased.
While riding a horse, your ranged attacks will deal 10 % more damage.
Pebbles' stats are considerably increased.
When your horse is nearly out of stamina, you can spur it on with $horse_perk_no_rest_for_the_wicked; to recover some of it. Perk has a 120 second cooldown before you can use it again.
If you spur your horse, it will recover much more stamina than before! The rest of the effect remains the same.
Every enemy killed from the saddle increases your horse's morale, so it won't falter easily in battle.
When riding on the road, you horse will consume Stamina 15 % slower.
Repairs with a Cobbler's kit will be 20 % more efficient. Additionally, because you know pouches and satchels well, you have a +1 bonus on the Thievery skill if you pick pockets.
If you have your dog with you, you will appear more threatening and tough to others. This will show in the Presence and Intimidation skillchecks, but also in combat, as enemies are more likely to give up or run away. And if they don't, they'll have a harder time fighting you.
When you have your dog with you, your Charisma is increased by 3.
Mutt's obedience will decrease 25 % slower over time.
Mutt will defend you in battle and even attack enemies at your command.
Your dog's attacks will be 20 % stronger, making it easier and faster for him to deal with enemies.
If your dog inflicts a bleeding wound on an enemy, the bleeding will accelerate and they will fall sooner.
In combat, Mutt will be tougher and will take 10 % less damage from enemies.
You’ve taught Mutt to create a ruckus and draw attention to himself. This can be handy, especially when you need to sneak somewhere unnoticed. You can get him to bark by selecting the relevant command under Commands. Mutt will start barking on the spot, so make yourself scarce quickly to pull off your ruse.
Strange dogs won't react to you by barking, just growling. This can come in handy, for example, if you're trespassing in someone's yard, because the owner of the house might not even notice a growling dog. However, if you attack the dog, it will probably bark and then go and tear your braies off.
Mutt can sniff out enemies and other potential trouble at a much greater distance. This makes it easier to spot and avoid an ambush or other events during fast travel.
When Mutt flees, the time it takes for him to come back to you is a quarter shorter.
When sleeping in the wilderness, your dog keeps you warm. The bed quality will therefore increase by 20 % but not exceeding 50 % of the bed quality.
You can command Mutt to sniff out places of interest or hunted game. To do this, select the "Free!" command. He'll alert you by barking if he finds something. Thanks to your loyal companion, you won't miss a thing.
You can command Mutt to hunt and send him after wild game. You'll find that he's a great help to you!
You're able to recognize the difficulty of skillchecks, but not your chances of succeeding. You'll still have to decide for yourself whether it's worth the risk. The effect of your reputation isn't taken into account in the displayed difficulty.
You will be able to pray at shrines, crosses and similar places. If you do so, you will receive a buff that can protect you from mortal injury in combat and restore 25 % of your health. The effect lasts for 12 game hours or until you use it.
Reputation recovery for undertaking the Penitential Pilgrimage will be more effective and the buff from the first level of this perk will now last for 24 game hours.
When dealing with guards, your Speech and Charisma will count as 2 higher. The total fine will be 20 % lower.
If a guard wants to arrest you for your crimes, you can use your Scholarship in skillcheck to try to interpret the law to your advantage and possibly escape punishment.
Bandages will be 25 % more effective and the healing effects of food will be doubled. You will recover faster when sleeping, so you will take less time to fully heal.
The effects of healing potions will be 20 % stronger.
As long as you remain still, your Energy and Nourishment will reduce much more slowly.
The entire map is revealed, showing all settlements, fast travel spots, hunting grounds, caves and other interesting places.
You will improve faster in Houndmaster and Horsemanship skills, because all experience you gain will be 20 % higher.
You will improve faster in Craftsmanship and Thievery skills as all experience gained will be 20 % higher.
You will improve faster in the skills of Survival and Alchemy, as all experience gained will be 20 % higher.
The buff from sitting has an increased Comfort effect of 50 %, so you can study faster.
You can stealthily knock people out. To do this, sneak up to your victim and initiate a chokehold. Then be ready to press attack to finish the action and knock out your opponent. It's a good idea to then hide the unconscious body so nobody stumbles across it. Your victim will regain consciousness after some time, so whatever it is you're up to, make it quick.
You can be very stealthy when picking locks or pickpocketing people. From a distance, no one will notice anything.
If you have a dagger equipped, you can perform a stealth kill maneuver. All you have to do is sneak up behind your unsuspecting victim and initiate a chokehold. Then be ready to press the attack to deliver the killing blow. May God have mercy on your soul.
Hitting a target unaware of you will deal 20 % more damage.
If someone is unsuccessful in their search for you, they'll give up a little sooner.
If someone unsuccessfully searches for you, they'll give up a lot sooner.
When you're wanted for a crime, you gain a +3 Stealth bonus and a +2 on Agility and Vitality, making it easier to escape. The effect lasts for 120 seconds.
When you're wanted for a crime, you gain a +5 bonus on Stealth and +3 bonus on Agility and Vitality, making it easier to escape. The effect lasts for 120 seconds.
If you're not wearing very heavy armour, you can feint with your body and keep your opponent unsure. This will make your Warfare skill count as 3 higher.
If you hit someone who doesn't know of your presence with a ranged weapon, your target will suffer a combat skill debuff, making them easier to deal with. They might even panic and flee.
You'll make 25 % less noise when you sneak indoors and the door opening will be half as loud.
People will forget the crimes you've committed more quickly. It'll also reduce the chance of guards wanting to search you.
The dirtier you are, the harder it will be for others to spot you. But beware, they can still smell you if the dirt is accompanied by a corresponding odor.
If an opponent defends against your attempt to stun or stealth kill them, they will suffer penalties to their stats. This will make it easier for you to defeat them conventionally. The effect lasts for 20 seconds.
You'll make 50 % less noise when moving in bushes.
You can unlock simple locks almost instantly, without the need for mini-game activation or committing a crime. Still, be careful because looting an unlocked chest like this is still a crime.
You can reach into your victim's front pouch when robbing them from behind, but you can still be discovered while you're rummaging around.
You can tell which stolen items are considered stolen in the location you’re currently in.
The red hand icon indicates items considered stolen in your current location.
The grey hand indicates those that are not considered stolen in this location. Such items can be sold to a merchant without worry, and guards won’t confiscate them during a search.
If you successfully steal any item in the thief minigame, you will always get a few extra groschen. And if you're looting a dead person, you know where to search, thus you can find a bit more money on them.
Stolen items in your inventory will lose their stolen status a quarter faster.
When you are in human settlements or their immediate vicinity, your Stealth skill will count as 3 higher.
After successfully picking a lock or pickpocketing, you gain a +3 bonus in Thievery and a +3 bonus in Stealth. The effect lasts for 120 seconds, or until you break a lockpick or fail at pickpocketing.
Using a one-handed weapon on its own, you will deal 10 % more damage. The effect also applies if you wield a torch in your off-hand.
If you are wanted for a crime, you gain bonuses of +3 on Strength and Warfare and +1 on Agility. Effect lasts 120 seconds.
If a guard searches you, there's a 33 % chance he won't find stolen items on you.
Your lockpicks will be more durable and last 15 % longer before breaking. If you still manage to break a lockpick, once you've successfully overcome the lock, a lockpick will be returned to your inventory.
If you fail to steal an item when pickpocketing, you won't be detected by your victim. This perk has a 3 minute cooldown before it can be used again.
When in the time-collecting phase of the pickpocketing minigame, you'll gain time 10 % faster.
You're almost silent when using a lockpick, and if it happens to break, the sound will be 75 % quieter.
If you cook, dry or smoke an unspoiled ingredient or food, after processing it will have a 100 % condition. It does not apply to herbs, as they always have a 100 % condition after drying, regardless of the perk.
You can also get fur, trophies, selected cuts of meat and offal from killed game.
Your arrows and bolts have better ballistic properties, so they fly faster, travel farther and have more penetration.
While in the forest, your scent will be halved, your stamina will recover 15 % faster, your Strength, Vitality and Agility will be increased by 1 and your Stealth skill will be increased by 2.
You can move through the forest as if you were a forest spirit yourself. Your Stamina will regenerate 25 % faster, your Strength and Agility will count as 2 higher, and your Stealth skill will count as 4 higher. The rest of the effects remain the same.
You can consume raw meat without fear of poisoning.
Your Vitality has permanently increased by 2.
If you hit your target in the chest, your shot will do 10 % more damage. The effect will also apply when hitting from behind.
If you hit your target in the chest, your shot will deal a total of 25 % more damage. Shots to the heart from behind will also trigger this effect.
The effects of the Leshy and Leshy II perks will now apply not only in the forest, but in any wilderness, i.e. essentially anywhere outside of human settlements and lands directly adjacent to them.
When collecting herbs, you have a chance to find an additional herb or a small treasure.
When collecting herbs, you'll also gain a small amount of experience in Strength skill.
If you have more than 30 fresh or dried herbs (not spoiled) in your inventory, your Charisma will count as 2 more.
The quality of beds increases for you the higher your Survival skill is. But at most this perk will improve the quality of a bed to 50 %. On higher quality beds, the perk will have no effect.
You can sell herbs, game, hides and trophies for double the price!
The effects of potions and alcohol will last longer, and your eventual hangovers will be a little shorter.
You can poison more arrows from a single dose of poison, and it will last on your weapon for more hits.
When using a dose of poison on arrows, you can poison more of them, and it lasts longer on your weapon.
For each potion or alcohol effect you have active at one time, your Vitality increases by 1.
For each Potion or Alcohol effect that is active on you at one time, your Vitality increases by a 2.
When using ammunition and powder of your own making, the efficiency of firearms increases by 20 % and the weapon suffers less damage from firing.
If you follow the recipe precisely and your brewing time is perfect, you can brew potions of exceptional quality, which the ordinary herbalist can only dream of.
Each time you successfully brew a potion, you get 2 more of the same quality. If you also have the first level of the perk, you get an extra 3 potions.
When brewing potions between midnight and dawn (0:00 - 4:30), you'll work better - the whole process will be less susceptible to minor mistakes and you'll more easily achieve a higher quality product. In addition, you have a +2 bonus on Coercion, Domination, and Intimidation stats when talking to commoners.
Healing potions heal you 25 % faster.
Every time you successfully brew a potion, you get 1 extra potion of the same quality.
Raw food and herbs you have in your inventory will spoil 50 % slower.
You can sell the potions you brew for 30 % more.
While brewing potions, your Energy will slowly replenish and your Nourishment will not decrease.
When you're drunk, using any potion will heal you in addition to its own effect. The healing effect will be stronger the drunker you are (in the positive phase of drunkenness), but will never exceed 20 Health.
When you're drunk, life is just somehow nicer. The bonuses of the positive phase of drunkenness come into full effect earlier.
When you're in the positive phase of drunkenness, you'll get a bonus of up to +4 to your Unarmed combat skill.
If you commit a minor crime while drunk, you can try to excuse yourself by claiming your impaired state.
The negative effects of drunkenness will be milder for you.
Drinking wine or beer will heal you for 5 health points and spirits can cure poisoning. Bottoms up!
When you're in the positive phase of drunkenness, you got a bonus of up to +4 to Thievery.
Beer sates you twice as much, so if you’re not afraid of drunkenness, you can more easily replace food with it. However, potions sate you half as much, so you can drink more of them.
When you're in the positive phase of drunkenness, you gradually gain up to a +4 bonus on your Craftsmanship skill.
The more drunk you are, the higher chance you have of not wasting your badge when you use it.
Amazingly, when you're drunk, you make 20 % less noise when moving indoors.
Under the influence of alcohol, you'll be less likely to be injured by falling from a height because the patron saint of drinkers has a protective hand over you.
If you were meant to get a hangover while sleeping, now you won't. Plus, when you're drunk, all the beds are 10 % more comfortable, so you sleep like a king.
To perform a master strike, you must attack at the moment of the enemy's attack from the opposite direction. This stops their attack and hits them with your own.
You can use a longsword together with a shield or a torch. While its superior range can prove useful, your attacks with such a weapon will be 30 % slower, 20 % weaker and will cost you 20 % more stamina. You will be able to perform shortsword combos, but not longsword combos.
If you successfully wound an opponent by a strike to an uncovered zone (i.e. a zone your opponent isn't blocking from), it will be more difficult for the opponent to block your subsequent attacks.
The effect of a successful opening strike will be greatly enhanced.
Each of your subsequent sword strikes in an unbroken series will deal more damage than the previous one. A series of strikes can be interrupted by a successful block, dodge on the opponent's side, by too much delay between attacks or by a wound on your side.
When you perform a combo, you gain +5 to your Swordsmanship skill, making subsequent attacks easier to perform and more powerful. The effect lasts for 30 seconds.
With a fully charged sword attack, your Sword Fighting skill will count 3 higher. So your attack will not only be stronger, but it will also be harder to parry.
After performing a sword combo or a master strike, you instantly regain some of your stamina and can attack again!
Your Craftsmanship level will count as 3 levels higher during blacksmithing, and all sword-like weapons will get 25 % less damaged in combat.
You know how to make good use of this, and deal 15 % more crushing damage with hunting swords.
If you cause bleeding with a saber attack, the target will bleed a quarter faster, making them easier to deal with.
If you fight with a short sword (not a hunting sword or saber) its defense will be 30 % higher and your attacks and blocks will cost you 20 % less stamina.
If you fight with only a one-handed Sword weapon and keep your other hand free except for a torch, you gain a +5 bonus on your Sword Fighting skill.
Each successful sword combo significantly reduces your opponent’s agility and strength, making it harder for them to keep fighting and easier for you to defeat them.
When clad in armour and equipped with a heavy weapon, enemies are more likely to flee or surrender. And if they dare to face you, it will be harder for them to fight you. It's also easier to succeed in Might and Dread skillcheck.
Each of your subsequent heavy weapon attacks in an uninterrupted sequence will thus cause greater damage than the previous one. The sequence can be interrupted by a successful block or dodge on the opponent's side, or by too much delay between attacks, or injury on your side.
You deal 5 % more damage with Heavy weapons.
You deal an additional 5 % more damage with Heavy weapons.
If your axe attack causes your opponent to bleed, they'll bleed a quarter faster, making it easier to finish them off and they won't run far from you.
After performing a combo with an axe, attacks will deal 20 % more damage. The effect lasts for 5 seconds.
If you wound an opponent with a war hammer, mace or cudgel, their stamina will recover 15 % slower. The effect lasts for 15 seconds.
After performing a combo with a warhammer, mace or club, the affected enemy will not be able to perform a Dodge or a Master strike, and generally his ability to defend himself will be greatly reduced. The effect will last for 20 seconds.
When you hit an enemy with a Heavy weapon, their armour will count as 10 lower.
When you hit an enemy with a heavy weapon, their armour will count as if it were 20 lower in total.
After performing a combo with a heavy weapon subsequent attacks will cost only half the stamina! The effect lasts for 10 seconds.
Every time you fully charge your attack with a heavy melee weapon, the attack will be 10 % stronger.
Your heavy weapon attacks will be harder for opponents to block with a shield. Additionally, it will take less time to completely destroy an opponent's shield with your blows.
When aiming with a bow or crossbow, the action around you slows down considerably for a moment, making it easier to aim. The effect lasts for 3 seconds or until you fire.
If you don't move for 2 or more seconds while aiming, your stamina will drain 20 % slower, and your shot will be 15 % stronger.
If you don't move for 2 or more seconds while aiming, your shot will be 30 % stronger.
Your first shot will do 15 % more damage. The perk will be active again after the end of the fight in which it was used or in one minute if no fight took place.
Your first shot will deal 15 % more damage, for a total of 30 % with the first perk level. The rest of the effect remains unchanged.
If you kill an enemy with a ranged weapon, your next shot will deal 50 % more damage.
If you deal damage to an enemy with a ranged weapon, their stamina will recover more slowly and their combat ability will be reduced.
If you deal damage to an enemy with a ranged weapon, their stamina will regenerate significantly slower, and their combat effectiveness will be further reduced. The negative effect will also last longer.
After a shot from a bow while on foot, your stamina will recover 25 % faster and sprinting will cost 50 % less stamina, making it easier to move or flee. The effect lasts for 10s.
If you inflict a bleeding wound on an opponent with a crossbow bolt, bleeding will be faster and stronger, so they will weaken or die sooner.
Your first gun shot during combat will cause nearby opponents to take a temporary combat skill and morale penalty, making them less of a threat to you.
If you're in the saddle, the Stamina depletion for aiming with a ranged weapon will be halved.
After each shot, you get a short-term buff during which you reload and aim faster. So you can also shoot faster and if you do it in time, you'll regain the buff with each shot.
The Strength and Agility required to use pole weapons will be reduced by 3.
After performing a combo you regain some of your stamina so you can continue fighting more easily.
Each subsequent attack with a polearm in an uninterrupted series will deal more damage than the previous one. The sequence can be interrupted by a Perfect block or dodge by the opponent, a long delay between attacks, or taking damage.
If you inflict a bleeding wound with a Polearm weapon, the wounded person will bleed faster and thus fall sooner.
You'll get 10 % more piercing damage.
Pierce damage will be an additional 10 % higher.
Attacking with polearms will cost you 10 % less stamina.
Attacks with Polearms will cost you an additional 10 % less stamina.
After a combo, the target opponent's stamina will regenerate slower, thus their fighting ability will be reduced.
In every fight, your first attack with the Polearm weapon will be 35 % stronger.
When attacking with a fully charged attack, such an attack will be slightly faster and 5 % stronger.
Polearms will take damage 25 % slower.
Blocking while using a polearm will be easier, more effective, and will cost you less stamina.
To execute a master strike, you need to attack at the moment your opponent strikes, but from the opposite zone of their attack. This will stop their attack and land your own hit.
Each of your subsequent unarmed attacks in an unbroken line will do more damage than the last. The sequence of attacks can be interrupted if your opponent succesfully blocks or dodges the attack, delaying too much between attacks, or by getting hit.
This perk will also activate after performing a stealth takedown.
When both you and your opponent are unarmed, you can perform a chokehold from a clinch to knock out your opponent. You can do this by attacking from the left zone while in clinch. If your attack is successful, you will perform an arm lock, after which you can attack again to perform a chokehold.
After the first 30 seconds of unarmed combat, your attacks will be 30 % stronger and your stamina will recover 30 % faster.
After the first strike in combat, subsequent unarmed attacks will cost you 20 % less stamina and will be 10 % stronger. The effect lasts for 30 seconds.
This perk will also activate after performing a stealth takedown.
All attacks made during a clinch will deal 10 % more damage.
All attacks made during a clinch will deal an additional 15 % more damage.
Your unarmed attacks are 10 % stronger.
If you successfully execute an unarmed combo, your opponent will be badly shaken and their stamina will recover 50% slower, making them much more vulnerable.
It'll generally be easier for you to knock out or to stealth kill someone.
After executing a combo or master strike in unarmed combat, you immediately regain some of your stamina.
If you defeat an opponent unarmed, your Unarmed Combat skill will count as 3 more and your stamina will recover 25 % faster, making the rest easier to deal with. The effect will last for 30 seconds.
When fighting unarmed, you will gain 15 % more experience in Strength, Agility and Vitality.
If you fight unarmed against an opponent with a weapon, your Unarmed Combat skill will count as 5 points higher.