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Selectable perks

50 selectable perks in the 1.5.2.3 perk tree, arranged by tree tier; effect summaries are wiki-authored
ArtworkPerkTree tierMain effect
Fast Adaptation1Each miss against a target adds 10% hit chance; a hit resets the bonus.
Crippling Strikes1Lowers injury thresholds for melee and ranged attacks by 33%.
Colossus1Raises hit points by 25% and reduces the chance of debilitating injuries.
Nine Lives1Once per battle, survive a killing blow at low health and clear damage-over-time effects.
Bags and Belts1Adds two bag slots; most stowed items no longer reduce maximum fatigue.
Pathfinder1Reduces movement AP by 1 (minimum 2 per tile), halves movement fatigue, and removes extra AP for height changes.
Adrenaline1Unlocks Adrenaline, which moves the character to the top of next round’s turn order.
Recover1Unlocks Recover, which spends a turn to remove half of accumulated fatigue.
Student1Grants 20% more battle experience; at level 11 it awards a perk point and becomes inactive.
Executioner2Deals 20% extra damage to targets suffering an injury effect.
Bullseye2Reduces the ranged accuracy penalty for blocked lines of fire from 75% to 50%.
Dodge2Adds defense equal to 15% of current initiative to melee and ranged defense.
Fortified Mind2Raises Resolve by 25%.
Resilient2Limits finite negative status effects to one turn; weakening multi-turn effects start at their weakest state.
Steel Brow2Head hits no longer deal critical damage and are less likely to cause severe head injuries.
Quick Hands2Once per turn, switching any item except a shield costs no AP.
Gifted2Immediately grants a level-up with maximum attribute rolls, without talent bonuses.
Backstabber3Raises melee hit chance by 10% per adjacent ally distracting the target.
Anticipation3Adds ranged defense based on attacker distance, with a minimum +10 bonus.
Shield Expert3Increases shield defense by 25%, halves shield damage taken (minimum 1), and improves Knock Back accuracy.
Brawny3Reduces armor and helmet penalties to fatigue and initiative by 30%.
Relentless3Fatigue reduces initiative at half rate; Waiting no longer penalizes next-round initiative.
Rotation3Unlocks a swap that moves an ally without provoking attacks of opportunity, if neither is disabled.
Rally the Troops3Unlocks Rally, which can steady nearby allies and rally fleeing brothers; success improves with Resolve.
Taunt3Unlocks Taunt, pressuring a target to take offensive actions and attack the taunting character.
Mace Mastery4Mace skills cost 25% less fatigue; several mace attacks gain guaranteed stuns against non-immune targets.
Flail Mastery4Flail skills cost 25% less fatigue; Lash and Hail bypass shield defense.
Hammer Mastery4Hammer skills cost 25% less fatigue and improve armor-damaging attacks.
Axe Mastery4Axe skills cost 25% less fatigue and improve shield damage from Split Shield.
Cleaver Mastery4Cleaver skills cost 25% less fatigue; bleeding damage increases and Disarm is easier to land.
Sword Mastery4Sword skills cost 25% less fatigue and improve Riposte, Gash, Split, and Swing.
Dagger Mastery4Dagger skills cost 25% less fatigue; several thrusting attacks cost fewer AP.
Polearm Mastery4Polearm skills cost 25% less fatigue, cost 5 AP, and avoid the adjacent-target penalty.
Spear Mastery4Spear skills cost 25% less fatigue; Spearwall keeps working after an enemy passes through it.
Crossbow & Firearms Mastery4Crossbow and firearm skills cost 25% less fatigue; crossbows ignore more armor and handgonnes reload faster.
Bow Mastery4Bow skills cost 25% less fatigue; view and maximum firing range increase by 1.
Throwing Mastery4Throwing skills cost 25% less fatigue and deal extra damage at 2–3 tiles.
Reach Advantage5Each hit with a two-handed melee weapon grants +5 melee defense, stacking up to five times until the next turn.
Overwhelm5Attacks against enemies who act later reduce their melee and ranged skill by 10% per hit for one turn.
Lone Wolf5With no ally within 3 tiles, gain 15% melee skill, ranged skill, both defenses, and Resolve.
Underdog5Removes the melee-defense penalty from being surrounded and counters Backstabber.
Footwork5Unlocks Footwork, which leaves a Zone of Control without triggering free attacks.
Berserk6Once per turn, a kill restores up to 4 AP, limited by the character’s AP maximum.
Head Hunter6A head hit makes the next attack hit the head; that hit resets the effect.
Nimble6Reduces hit-point damage by up to 60%, with heavier body and head armor weakening the benefit.
Battle Forged6Reduces armor damage by 5% of current body and head armor combined.
Fearsome7Any attack dealing at least 1 hit-point damage triggers a morale check with a penalty based on Resolve.
Duelist7With a free offhand, buckler, or throwable tool, adds 25% armor-ignoring damage; not with two-handed weapons.
Killing Frenzy7A kill raises damage by 25% for two turns; further kills refresh the duration.
Indomitable7Unlocks one turn of 50% damage reduction and immunity to stun, knockback, and grabs.

This table contains the 50 perks enumerated by the 1.5.2.3 perk-tree configuration, grouped by tree tier. It is a catalog of choices, not a recommended build. The effect text is a wiki-written summary of the corresponding game scripts; confirm detailed conditions and current tooltips in game.

The archive has additional perk script files that are not selectable entries in this tree. They are excluded from the 50-count so internal effects are not presented as player choices. All perk names, tier assignments and icons remain pending gameplay, terminology and artwork review.

See character progression and the recruiting guide for how to use backgrounds, attributes and perks together.

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