Tier 2
New:
Cleansing: Decrease all DoT effects (poison, bleeding, affliction, burn...) by 10%, 20% if you are standing in water or during rain.
New:
Hawk eye - Enemies under the vision of your bird have their armor reduced by 3. This effect does not stack.
New:
Pleasent aftertaste - Increase the duration of fish and food effects by 33%.
New:
Inner warmth - Beer restores warmth equal to 50% of the health it restores.
Changed:
Good Host - Allies under your tent gain +1 health and 0.5 stamina per second.
ScholarChanged:
Exavator - Guarantees a rare resource when depleting a mineral deposit, 66.6% chance for iron ore, 33.3% chance for shadowstone.
Changed:
Natural Forager - Increases gathering and fishing speed by 1% per level.
Changed:
Patron - Reduces cost of beer and roasted lamb by 2 gold.
Changed:
Kobold Agility - Increases attack speed by 1% per level, which is halved if you have a shield as offhand.
NaturalistStonecaster
Tier 3
New:
Deadly Accuracy - Ignores 0.5% armor for each point of focus.
New:
Enchanting expert - reduces the cooldown of item actives and passives by 15%.
New:
Heat of the moment - Restore 1 warmth with every auto attack.
New:
Cut the throat - Critical strikes deal additional damage equal to 3% of the target´s missing health.
New:
Cleric - You permanently gain +1 INT and END for each ally you´ve resurrected (works only once for each ally).
New:
Thick Skin - Increases armor by 1 and additional 2 if you have a shield equipped.
New:
Gold digger - When exploring undiscovered areas, you might sometimes find small amounts of gold (similar to truffles, but less common).
Changed:
Negotiator - Murlocs hired at your tavern cost 5 less gold and stay 45 seconds longer on the map.
Charismatic Barkeeping
Combat Training
Changed:
Mysticism - Increases WIL by 1 and additional 2 if you have any sort of staff or wand equipped.
Changed:
Budget Mage - Reduces energy cost for spells by 1% for each spell learned.
Tier 4
New:
Arcane Affinity - Deals 15% of your spellpower as magic damage per hit which is reduced to 5% if there is another source of magic damage (skull, wand, spell).
New:
Adrenaline: Increase armor by 3 and movement speed by 5% when below 35% health.
New:
For Glory - Increases your STR permanently by 1 for each boss monster slain (or assisted).
New:
Withering - Applying any sort of negative effect to an enemy (affliction, poison, bleeding, slow, stun etc) reduces their armor by 10% (for at least 3 seconds).
New:
Saint - Every magic source of healing increases all of the target´s STATs by +1.
New:
Profiteering - Gain 1 gold every time someone buys something at one of your storage outposts, 5 for rare resources.
Changed:
Brawler - Increases your attack damage by +1 and additional +1 for each bare hand or claw equipped.
Aspiring CraftsmanProspector
Martial Artist
Superstition - Increases your spell armor by 5% of your willpower.
BeastmasterTier 5
New:
Inner balance - Increase your lowest STAT by 3.
New:
Unbound - Reduces the effectiveness of slows by 5% + 0.5% per armor or spell armor (whatever is highest)
New:
Even the odds - Deal 1% additional physical damage for each 35 current health difference between you and the target if you are the one with less health, max 10%.
New:
Spellwarrior - Dealing spelldamage (does not include normal magic damage from murloc skull etc) increases your attack speed by 3% for 5 seconds, which can stack up to 15%.
New:
Saviour - Allows to resurrect allies for only 2 of the 3 resources once every 600
New:
Dilution - Refills one stack of a random potion (including cleansing draught) in your inventory each time it starts to rain.
New:
Puppeteer - Every non-kobold creature controlled by you (murloc, pet, zombie etc) has 10% additional health.
Illumination
Energy Reserves
Changed:
Spry Beavers - Pack beavers never get tired and the cooldown on the "send item" button is reduced by 50%.
Changed:
Marksman - Increases your range by 0.5 + 25% of your vision range increase.
Changed:
Sharpened Spikes - Increases the damage of spike traps by 10% and their charges by 2.
I actually wanted to go with 10 perks per tier, but that would´ve meant just 10 new perks and I couldn´t decide which I should scrap, so I went with 12 per tier now.
I would keep the current rule that you have to have a certain number of perks already activated to unlock the next tier, but of course that can´t be 5 perks like currently (otherwise it´d be impossible to unlock tier 5), so I would suggest to make it 4 perks per tier.
Octometaknight : 1% of health can easily be 5 or 6, so this perk would be incredibly strong on tanks. I thought about the other way, increasing health by 1 per armor point, but I didn´t really saw a reason making a tank STAT based on a tank STAT.