Perk Group - Weapons

< Back to: **Perks**

Detailed hereafter are the **Perk Groups** related to Weapons, in alphabetical order.

Weapon trees always contain a mastery in that field, however Legends differs from vanilla as swords are now split into one and two handed masteries with their own perktrees.

### Perk groups for weapons

**Split Shield** damage to Shields is increased by **50%** when used with **Axes**.
**Round Swing** gains **+5%** chance to hit.
The Longaxe no longer has for attacking targets directly adjacent.
A Kill increases **damage** by **25%** for **2** turns.
Does not stack, but another Kill will reset the timer.

Also grants +10% scouting in camp.
View Range and Maximum Firing Range with **Bows** is increased by **+1**.

Skills build **25%** less Fatigue.
**Bleeding** damage inflicted by **Cleavers** and **Whips** is doubled
to **10** and **20** per turn, respectively.
**Disarm** no longer has a penalty to hit.

An additional **20%** of damage inflicted with **Crossbows** ignores **Armor**.
Handgonnes now require **6** Action Points to reload and can be fired every turn instead of every other turn.
* Throwing weapons have a -10% chance to hit past 2 tiles.
* Quick shot and aimed shot have -4% and -2% to hit per tile of distance respectively.
* Shoot bolt and shoot heavy bolt have a -3% chance to hit per tile of distance.
* Fire handgonne has a -10% chance to per tile of distance.
* Sling stone has a -5% chance to hit per tile of distance.

* Does not work with throwing weapons.

**Stab**, **Puncture** **and Deathblow** have a reduced **Action Point** **Cost** to allow an additional attack each turn.
If the attack misses, the effect is wasted.

Skills build **25%** less Fatigue.
**Lash** and **Hail** ignore the Defence bonus of **Shields.**
**Thresh** gains **+5%** chance to hit.
Connecting with your hit, or missing with your attack, will reset the effect.
* Works with all weapons.

Skills build **25%** less Fatigue.
**Split**, **Swing**, **Overhead Strike** and **Great Slash** gain **+5%** chance to hit.
Area of Effect skills do **+10%** more damage.

* Baffled  opponents have -15% damage, fatigue and initiative.
Skills build **25%** less Fatigue.
**Destroy Armor** and **Demolish Armor** inflict '***33%'*** more damage against **Armor**.
**Shatter** gains **+5%** chance to hit.
The **Polehammer** no longer has a penalty for attacking targets directly adjacent.

Grants a **50%** chance to apply **Baffle** on every hit with any weapon, when your **Initiative** is higher than your opponent.
* Baffled  enemies have -15% damage, fatigue and initiative.
Skills build **25%** less Fatigue.
**Knock Out** and **Strike Down** have a **100%** chance to stun the target, if not immune.
The Polemace no longer has a penalty for attacking targets directly adjacent.
Immunities and Resistances against being **Stunned** still apply.

Also grants **+10%** damage against targets who are stunned , netted  or sleeping .
Skills build **25%** less Fatigue.
**Polearm** skills have their **Action Point Cost** reduced to **5**, and no longer have a penalty for attacking targets directly adjacent.
* A single attack hitting multiple targets can add several **stacks** at once.
* If you put away your weapon, you lose all **stacks**.

**+12** ranged skill and **+50%** **armor** damage while using a **slingstaff** at range (but increases the AP cost of Sling Heavy Stone by 1 and Fatigue cost by 4).
Fatigue cost for Slings reduced by **25%**
**+15-30** damage while using a **slingstaff** at range (but increases the AP cost of Sling Heavy Stone by 1 and Fatigue cost by 4).

**Stacks** with **Spear Mastery**.
**Spearwall** is no longer disabled once an opponent manages to overcome it.
Instead, **Spearwall** continues to give free attacks on any further opponent attempting to enter the **Zone of Control**.
The **Spetum** and **Warfork** no longer have a penalty for attacking targets directly adjacent.
**Glaive slash** gains **+5%** chance to hit.

**25%** of this bonus (**+4**) is applied to **Swordstaves** and **Instruments.**
Increased chance of applying **Dazed** status.
**Action Point Cost** reduced for **Missile**, **Revolt**, **Entice**, **Chain Lightning** and **Firefield**.

Skills build **25%** less Fatigue.
**Riposte** no longer has a penalty to hitchance.
**Slash**, **Gash** and **Lunge** gain **+5%** chance to hit.
Does not work with Two-Handed weapons.
* This perk also works with nets, flasks and other consumable off-hand items.

* Does not work with shields
Skills build **25%** less Fatigue.
Damage is increased by **40%** when attacking at **2 Tiles** of distance.
Damage is increased by **20%** when attacking at **3 Tiles** of distance.
Damage is decreased by the same amount for any target **4** or more tiles away.

* The damage is hitpoints plus initiative divided by three.
A successful kick cancels Shieldwall, Spearwall and Riposte.
Grants the 'Grapple' ability, which can only be used with your offhand free.
Increases Armor penetration and increases chance to hit for Hand to Hand, adds damage to Kick.