Link to the spreadsheet: https://docs.google.com/spreadsheets/d/1vgg436gRvlH8EtN0yVdiVdO4bYQmeloQ0Sd1De8JnJA/edit?usp=sharing
I've used categories to broadly denote some perks that work similarly to others, and may synergize well together:
Companions increase your companion's stats or abilities, but do nothing for the PC.
Cover has special effects when you take cover at the end of the turn (many require you to spend 5AP on it).
Growth either helps your level go up, or gives you more benefits as your level goes up.
Stupid feats are the ones that require low brains (As a Bag of Hammers)
Also, took a pass through and gave some ratings and thoughts on most of the perks. I want to emphasize that these ratings and thoughts are purely my opinion and are colored by my experience and playstyle. While I hope they help others evaluate perk choices, they are by no means an authority you should follow blindly.
More Encased guilds
- Encased Basic Gameplay Guide
- . /Relic Triskele. Prologue
- Concord Bolts Game
- Encased Collections
- Dev Console Codes
- Guide 7
- / ( )