Perks are special character benefits. Some you can gain multiple times, noted in their descriptions. Spend an XP to acquire:
Armor training. Choose an armor type (leather, scale, mail, plate) for your perk. When you wear this type of armor, its protection amount increases by one point. If you acquire armor that doesn't match one of these types, the benefit applies if your armor has the same Physical Penalty as your chosen type. For example, Training (leather) applies to sea elf coral weave armor, PP 1, because leather armor also has PP 1. You can take this perk again and apply it to a different armor type.
Charisma. If you roll a Con on a persuade contest, you can immediately roll again for free.
Craven. You can return to the guild hall from anywhere in quest. If you are in combat, you must first roll a Pro contest to flee. You may sell your loot as normal, but you do not gain XP.
Hefty. You can carry 4 more gronds than your Physical score. Taking this perk again adds 4 to your limit.
Mage. Casting spells costs you 3 MP damage instead of 5.
Night eye. You begin all quests with Sunstone ON, which allows you to see in dark rooms. Your sensitive vision causes a 2 point penalty on all of your contests in BRIGHT rooms.
Quickness. You get an 8 point bonus on all initiative contests.
Warrior. You use a d6 for damage when unarmed, and your protection is 1 when you're not wearing armor. This does not increase your protection when wearing armor.
Weapon training. Choose a weapon type (axe, bow, club, spear, sword). When using this type of weapon, you use the next best damage die. For example, a bastard sword would use a d10 for damage, instead of its normal d8, if you have Training (sword). You can take this perk again and apply it to a different weapon type.