Grim Realms

Grim Realms

Not enough ratings
Save Editing for Perks
By The Seraph of Tomorrow
This is a list of all the perks in game so you can save edit for them if you want to.
Because this is "cheating" it's best to play one full game normally first.
   
Award
Favorite
Favorited
Unfavorite
List of Perks: Up to date as of (01/31/2024)
In case you want to mod a character in the Humans.Save
"thePerk: 0" is Stout (15% more Physical and Energy)
(Become short in exchange for decent buffs)

"thePerk: 1" is Strong Physique (25% more health)
(A generally good perk)

"thePerk: 2" is Lean (-20% hunger gain)
(A really bad perk to have despite its bonus, because you gain a lot of energy from food which isn't an issue later in the game.)

"thePerk: 3" is Nimble (+20% move speed)
(A generally good perk)

"thePerk: 4" is Tough Skin (5% natural damage resistance per rank)
(A good perk for fighters)

"thePerk: 5" is Energetic (+20% Energy Recovery)
(A generally good perk)

"thePerk: 6" is Swamp Legs (No movment penalty on mud)
(A niche perk, it depends on location if amazing or meh)

"thePerk: 7" is Poison Arrows (As the name implies, poisoned arrows)
(Great against living targets, not so against undead)

"thePerk: 8" is Carefree (20% less Psychic Damage)
(Not bad to have to resist negative mental effects)

"thePerk: 9" is Cold Blooded (Less Penalties from Cold Weather)
(A niche perk, it depends on location if good or meh)

"thePerk: 10" is Warm Blooded (Less Penalties from Hot Weather)
(A niche perk, it depends on location if good or meh)

"thePerk: 11" is Resistant (20% per rank Poison Damage Resistance)
(Great to have on fighters if you do not use Risen)

"thePerk: 12" is Cannibal (No penalties from eating people, but massive social penalty)
(A detrimental perk, as the penalty vastly outweighs the benefit when food is so prevalent.)

"thePerk: 13" is Disarm (5% per rank chance to Disarm melee enemy)
(Good for melee fighters against other living or risen melee fighters)

"thePerk: 14" is Teacher (Allows character to potentially teach a perk during positive social interactions)
(Nice, but rarely gets used if you keep your units working. Unless you have the tender perk.)

"thePerk: 15" is Silver Bolts (50% damage to undead when using a crossbow)
(Only good if you plan to only use crossbows with the character)

"thePerk: 16" is Silver Bullet (50% Damage to undead using a musket)
(Only good if you plan to only use muskets (does not impact other firearms)

"thePerk: 17" is Parry (8% per rank block if equipped with a melee weapon)
(For non-shield melee users, this perk is great)

"thePerk: 18" is Dodge (8% per rank dodge)
(For non-shield melee or ranged users, this perk is great)

"thePerk: 19" is Backstab (3x damage attacking from behind, or 10x when not in combat)
(Niche perk that is useless, as its only benefit is killing traders and lone wanderers. It's not like neutral squads or armies visit, so if you get it save scum to not get the perk unless a ninja or magic teleportation ability is added in the future.)

"thePerk: 20" is Major Conviction (50% Psychic Damage Resistance)
(The best Psychic Resistance perk in the game, and never a bad perk to have)

"thePerk: 21" is Minor Conviction (30% Psychic Damage Resistance)
(A perk slightly better than Carefree)

"thePerk: 22" is Scholarly Minded (20% per rank research and deciphering Speed)
(Great Early and Mid Game, but Useless Late game.)

"thePerk: 23" is Dark Magic Risen (Turn a corpse into a Risen)
(Necromancy 101, they are mediocre peons until you find the dark research bench for the Recall ability, which makes them worth it. Significantly nerfed compared to their original implementation that made them the perfect slave for mining and fighting, but now in exchange they can do more. Recall = Immortal Lich, Risen = Brain-dead Zombie that is not good even for cannon fodder as more units means more enemies during a raid.)

"thePerk: 24" is Dark Magic Siphon (+1 Dark Power Per rank for Merely Existing)
(Must have for any Necromancer, as you can't travel with Risen without it.)

"thePerk: 26" is Aimed Arc (Can fire further with Bows at the cost of Accuracy)
(Useful for volley firing on groups of enemies, but alone isn't as useful.)

"thePerk: 27" is Dark Magic: Bolt (Basic Magic Attack that gets stronger with rank and research)
(Due to its somewhat limited range and slow rate of fire, it is only good for back-line units on ground level against slow heavy armored enemies. Almost useless against anything else due to it's slow projectile speed.)

"thePerk: 28" is Light Magic: Smite (Once Per Day Heavy Damage Attack, gets stronger with rank)
(Niche high damage spell that is great for melee attackers who have a spare open weapon slot.)

"thePerk: 29" is Grim (+20% Psychic Resistance & +5% Negative Interactions per rank)
(One you start gaining Grim, you're probably going to be stuck with it as a Necromancer as it has a snowballing effect.)

"thePerk: 30" is Tender (10% positive interaction & 5% less psychic resistance per rank)
(Hard to keep, but it's good alongside Major Conviction and other psychic resistance perks)

"thePerk: 31" is Poison Brewer (Crafting at the herb table can create poison flasks)
(Niche perk, as poison is only good against living targets. It is also outclassed by the throw-able explosives that deal immediate damage and knock-back. However, the poison is quite deadly at higher ranks.)

"thePerk: 32" is Recall (Allows Risen to do all tasks)
(Once unlocked, it should be given to risen with high enough loyalty to not go insane. Do not give this to a living unit as it would only be a debuff to it.)

"thePerk: 33" is Beacon (+1 Light Magic Per Rank)
(Good for units who use light magic abilities with no light statues around.)

"thePerk: 34" is Putrid Minion (Turn a Putrid pile into an undead ranged minion)
(Undead unit that sacrifices its life each time it does a short range inaccurate AoE attack. Cool in theory, useless in action. A Flesh Golem / Ghoul that grows in rank from eating the putrid piles would have been more useful. Save scum if needed to avoid this perk.)

"thePerk: 35" is Light Guardian (Summons a guardian of light for 3 Light Power)
(A melee light power unit that has a modest cast time, but is a free melee unit or decoy for the acid bats which makes up for the casting time if called in preparation for an attack.)

"thePerk: 36" is Searing Beam (A ray of light weapon slot attack that deals burning damage)
(One of the better light magic spells against slow enemies, as it sets the enemy on fire. Not great against fast or normal speed enemies that can close the distance. As the user can be set on fire by an enemy they set on fire.)

"thePerk: 37" is Terror (Once Per Day strong Dark Attack that also deals psychic damage)
(The dark magic equivalent of smite, which is more useful against living targets.)

"thePerk: 38" is Inspired (Can create art based on historical figures)
(Grants a general mood buff to the settlement, which is never a bad thing to have.)

"thePerk: 39" is Rejuvenated (Reverses the effect of aging by 20 years per rank)
(Pretty straightforward effect to prolong a units life without save editing or becoming risen.)

"thePerk: 40" is Senesced (gain 20 years per rank)
(The opposite of Rejuvenated, a curse.)

"thePerk: 41" is Inner Shade (Upon Death will become a shade, or upon reaching rank 5)
(A death curse.)
Weapon Proficiency: Up to date as of (01/31/2024)
"thePerk: 25" is Weapon Proficiency (20% more weapon damage per rank)
(A generally good perk)

"spec: 0" is the Short Bow

"spec: 1" is the Long Bow

"spec: 2" is the Crossbow
(The weapon perks for the crossbow also apply to the repeater)

"spec: 3" is the Musket

"spec: 4" is the Short Sword

"spec: 5" is the Long Sword

"spec: 6" is the Great Sword

"spec: 7" is the Battle Axe

"spec: 8" is the Hand Axe

"spec: 9" is the Warhammer

"spec: 10" is the Club

"spec: 11" is the Mace

"spec: 12" is the Dagger

"spec: 13" is the Wood Shield

"spec: 14" is the Metal Shield

"spec: 15" is the Spear

"spec: 16" is the Tower Shield

"spec: 17" is the Tower Shield Metal

"spec: 18" is the Blunderbuss

"spec: 19" is the Flintlock

"spec: 20" is the Grenade

"spec: 21" is the Fire Bomb

"spec: 22" is the Dark Bolt Spell

"spec: 23" is the Smite Spell

"spec: 24" is the Poison Flask

"spec: 25" is the Searing Beam Spell

"spec: 26" is the Terror Spell

"spec: 26" is the Terror Spell

"spec: 27" is the Crossbow Repeater

"spec: 28" is the Sling
1 Comments
4DBEST Mar 13 @ 6:40am 
perk 42: Navigator III
When leading a caravan, it travels 20% faster per rank. Gradually improves when leading caravans.