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Going Medieval: Perks List

Stephen is a former dinner theater actor, humilitarian, unemployed mascot and general home cuisine meth lab technician.

going-medieval-perks-list

How Perky Can They Get?

By delving through the worker > generation rules file, I've determined you can have up to as many as 5 perks. The way that seems to work is this:

Age range 18-25 can have 2-3 perks

Age range 25-35 can have 2-3 perks

Age range 35-45 can have 2-4 perks

Age range 45-200 can have 2-5 perks

The applicable age range for generating characters is between 22-70.

Note: I rerolled until my arm got tired and couldn't get a villager to roll that displayed 5 perks. My theory is that there's either some other rule preventing the 5th perk, or that the 5th perk is there, but doesn't display due to a user interface conflict.

going-medieval-perks-list

Meet The Perks

PerkEffect

Ascetic

Appetite -35% , Consumption Duration +25%

Austere

Appetite: -35% Consumption Duration: +25%

Benevolent

None

Bloodlust

None

Brawler

Melee: +3 Unarmed Damage: +10%

Brawny

Mining: +3 Movement Speed: +15% Global Work Speed: +10% Melee Weapon Damage Multiplier: +5% Unarmed Damage: +5%

Callous

None

Cannibal

None

Chilly

None

Churl

Mood Target: -10% Mood Change Speed: +10%

Cold Hardy

None

Congenial

Mood Target: +10% Mood Change Speed: -5%

Contemplative

Mood Target: -20% Mood Change Speed: +5%

Dainty

None

Disfigured

None

Dullard

Intellectual: -5 XP Gain: -15% Clumsiness: +10%

Early Bird

Sleep Recovery Speed: -5% Sleep Depletion Speed: +5%

Elf Shot

Motor Function: -5%

Erudite

Intellectual: +5 XP Gain: +15%

Fair

None

Fleet Footed

Movement Speed: +10% Motor Function: +5%

Forty Winks

Sleep Recovery Speed: +5% Sleep Depletion Speed: -10%

Gluttonous

Appetite: +10% Consumption Duration: -10%

Gobbler

Consumption Duration: -50%

Gourmet

Culinary: +3 Appetite: +5% Consumption Duration: -15%

Green Thumb

Botany: +3 Harvest Amount: +25% Chance Harvest Fails -50%

Heat resistant

None

Hedonist

None

Hefty

Movement Speed: -5% Melee Weapon Damage Multiplier: +10% Unarmed Damage: +10% Mining Speed: +10%

Hot-blooded

None

Ill-favoured

None

Industrious

Global Work Speed: +10%

Infirm

Hitpoints Recovery: -10% Motor Function: -5% Wound Regeneration: -5%

Iron Stomach

Consumption Duration: -40%

Laggardly

Movement Speed: -10% Global Work Speed: -15%

Lightweight

None

Listless

None

Lord of Misrule

None

Moribund

Hitpoints Recovery: -15% Motor Function: -5% Wound Regeneration: -25%

Night Owl

Sleep Recovery Speed: +10% Sleep Depletion Speed: -5%

Outgoing

None

Precious

Mood Target: +5% Mood Change Speed: -5%

Punch drunk

None

Ravishing

None

Robust

Hitpoints Recovery: +15% Motor Function: +10% Wound Regeneration: +15%

Robust (another one)

None

Ruthless

None

Sluggardly

Movement Speed: -5% Global Work Speed: -10%

Snow White

Villager gains +8 morale when it is snowing outside.

Somnolent

Sleep Recovery Speed: +10% Sleep Depletion Speed: +15%

Stout

Appetite: +10% Consumption Duration: -5% Movement Speed: -5%

Sun Seeker

None

Swigger

None

Vigorous

Hitpoints Recovery: +20% Wound Regeneration: +5%

Vulnerable

Would Regeneration: -10%

Washout

None

Whirlwind

Movement Speed: +5% Motor Function: +10%

Wicche

Animal Handling: +3

Winsome

None

Wise

Intellectual: +3 XP Gain: +10%

So Those Have No Effect?

It would seem so.

Obviously, some of the no effect ones will become important after the social aspects of the game are added i.e. things that need speechcraft. Some affect how the character interacts with the world in ways that aren't implemented.

This list will be a work in progress, but as patch notes come out, I'll be eyeballing what changes and sweeping my articles to replace outdated information.

If you have any I've missed or have comments, please leave them below!

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