Selectable perks
| Artwork | Perk | Tree tier | Main effect |
|---|---|---|---|
| Fast Adaptation | 1 | Each miss against a target adds 10% hit chance; a hit resets the bonus. | |
| Crippling Strikes | 1 | Lowers injury thresholds for melee and ranged attacks by 33%. | |
| Colossus | 1 | Raises hit points by 25% and reduces the chance of debilitating injuries. | |
| Nine Lives | 1 | Once per battle, survive a killing blow at low health and clear damage-over-time effects. | |
| Bags and Belts | 1 | Adds two bag slots; most stowed items no longer reduce maximum fatigue. | |
| Pathfinder | 1 | Reduces movement AP by 1 (minimum 2 per tile), halves movement fatigue, and removes extra AP for height changes. | |
| Adrenaline | 1 | Unlocks Adrenaline, which moves the character to the top of next round’s turn order. | |
| Recover | 1 | Unlocks Recover, which spends a turn to remove half of accumulated fatigue. | |
| Student | 1 | Grants 20% more battle experience; at level 11 it awards a perk point and becomes inactive. | |
| Executioner | 2 | Deals 20% extra damage to targets suffering an injury effect. | |
| Bullseye | 2 | Reduces the ranged accuracy penalty for blocked lines of fire from 75% to 50%. | |
| Dodge | 2 | Adds defense equal to 15% of current initiative to melee and ranged defense. | |
| Fortified Mind | 2 | Raises Resolve by 25%. | |
| Resilient | 2 | Limits finite negative status effects to one turn; weakening multi-turn effects start at their weakest state. | |
| Steel Brow | 2 | Head hits no longer deal critical damage and are less likely to cause severe head injuries. | |
| Quick Hands | 2 | Once per turn, switching any item except a shield costs no AP. | |
| Gifted | 2 | Immediately grants a level-up with maximum attribute rolls, without talent bonuses. | |
| Backstabber | 3 | Raises melee hit chance by 10% per adjacent ally distracting the target. | |
| Anticipation | 3 | Adds ranged defense based on attacker distance, with a minimum +10 bonus. | |
| Shield Expert | 3 | Increases shield defense by 25%, halves shield damage taken (minimum 1), and improves Knock Back accuracy. | |
| Brawny | 3 | Reduces armor and helmet penalties to fatigue and initiative by 30%. | |
| Relentless | 3 | Fatigue reduces initiative at half rate; Waiting no longer penalizes next-round initiative. | |
| Rotation | 3 | Unlocks a swap that moves an ally without provoking attacks of opportunity, if neither is disabled. | |
| Rally the Troops | 3 | Unlocks Rally, which can steady nearby allies and rally fleeing brothers; success improves with Resolve. | |
| Taunt | 3 | Unlocks Taunt, pressuring a target to take offensive actions and attack the taunting character. | |
| Mace Mastery | 4 | Mace skills cost 25% less fatigue; several mace attacks gain guaranteed stuns against non-immune targets. | |
| Flail Mastery | 4 | Flail skills cost 25% less fatigue; Lash and Hail bypass shield defense. | |
| Hammer Mastery | 4 | Hammer skills cost 25% less fatigue and improve armor-damaging attacks. | |
| Axe Mastery | 4 | Axe skills cost 25% less fatigue and improve shield damage from Split Shield. | |
| Cleaver Mastery | 4 | Cleaver skills cost 25% less fatigue; bleeding damage increases and Disarm is easier to land. | |
| Sword Mastery | 4 | Sword skills cost 25% less fatigue and improve Riposte, Gash, Split, and Swing. | |
| Dagger Mastery | 4 | Dagger skills cost 25% less fatigue; several thrusting attacks cost fewer AP. | |
| Polearm Mastery | 4 | Polearm skills cost 25% less fatigue, cost 5 AP, and avoid the adjacent-target penalty. | |
| Spear Mastery | 4 | Spear skills cost 25% less fatigue; Spearwall keeps working after an enemy passes through it. | |
| Crossbow & Firearms Mastery | 4 | Crossbow and firearm skills cost 25% less fatigue; crossbows ignore more armor and handgonnes reload faster. | |
| Bow Mastery | 4 | Bow skills cost 25% less fatigue; view and maximum firing range increase by 1. | |
| Throwing Mastery | 4 | Throwing skills cost 25% less fatigue and deal extra damage at 2–3 tiles. | |
| Reach Advantage | 5 | Each hit with a two-handed melee weapon grants +5 melee defense, stacking up to five times until the next turn. | |
| Overwhelm | 5 | Attacks against enemies who act later reduce their melee and ranged skill by 10% per hit for one turn. | |
| Lone Wolf | 5 | With no ally within 3 tiles, gain 15% melee skill, ranged skill, both defenses, and Resolve. | |
| Underdog | 5 | Removes the melee-defense penalty from being surrounded and counters Backstabber. | |
| Footwork | 5 | Unlocks Footwork, which leaves a Zone of Control without triggering free attacks. | |
| Berserk | 6 | Once per turn, a kill restores up to 4 AP, limited by the character’s AP maximum. | |
| Head Hunter | 6 | A head hit makes the next attack hit the head; that hit resets the effect. | |
| Nimble | 6 | Reduces hit-point damage by up to 60%, with heavier body and head armor weakening the benefit. | |
| Battle Forged | 6 | Reduces armor damage by 5% of current body and head armor combined. | |
| Fearsome | 7 | Any attack dealing at least 1 hit-point damage triggers a morale check with a penalty based on Resolve. | |
| Duelist | 7 | With a free offhand, buckler, or throwable tool, adds 25% armor-ignoring damage; not with two-handed weapons. | |
| Killing Frenzy | 7 | A kill raises damage by 25% for two turns; further kills refresh the duration. | |
| Indomitable | 7 | Unlocks one turn of 50% damage reduction and immunity to stun, knockback, and grabs. |
No matching entries.
Browse the selectable tree
Section titled “Browse the selectable tree”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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