Are you looking to enhance your gaming experience in Grim Realms? Look no further! This guide provides a comprehensive list of all the perks available in the game, so you can save edit for them if desired. However, it is recommended to play one full game normally before using these cheats. Let’s dive in!
List of Perks
“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 menatl 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 are a light power faction with 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. Functionally useless compared to attacking normally with a ranged volley or normal melee fighter. 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 number = 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: 25” is ???
“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 WIP
“thePerk: 32” is WIP
“thePerk: 33” is WIP
“thePerk: 34” is WIP
“thePerk: 35” is WIP
“thePerk: 36” is WIP
And that wraps up our share on Grim Realms: Perk Editing Guide. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by Tech-Priest, who deserves all the credit. Happy gaming!