Perk Group - Traits

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This page is not to be confused with non perk group traits.

Detailed hereafter are the **Perk Groups** pertaining **Traits** Brothers can have during gameplay, displayed in alphabetical order.

Just **having one or more of these trees** gives a **passive stat increase** to the base amount a brother already has (see: stat increase). Even if none of the perks are taken, the increase will still be present.

**Keywords** are descriptions a brother will have on the recruitment screen that describes their character before you hire them. **If a recruit has one of the keywords in this description** they will have the related perktree. You can see these details by hovering over  or  on the recruitment screen. **These keywords are shown even before and after tryout**. Tryout does not change these keywords.

### Traits Perk Group

"moves gracefully"
"carries themselves with ease"
"is impressively agile"
"has an athletic physique"
"is spry as a fox"
 **Pathfinder**
**Action Point** costs for movement on all terrain is reduced by to a minimum of **2 Action Points** per tile, and Fatigue cost is reduced to half.
Changing height level also has no additional **Action Point** cost anymore.
**+2** **Ranged Defence**
**+2** **Initiative**

"is soothingly relaxed"
"projects peace of mind"
"seems unflustered"
"goes with the flow"
 **Alert**
Gain **+20%** **Initiative**.
* Does not work if you are dazed , drunk , hungover , taunted , staggered , horrified , concussed  or fleeing .

Gain an additional 10% armour ignore if under the effect of potions that improve cognition:
* Iron Will
* Lionheart
* Cat
* Recovery
* Hexen Ichor
**+2** **Resolve**
**+2** **Ranged Attack**

"strikes you as shifty"
"has a shady appearance"
"comes across as insincere"
"is slyly sneaky"
"responds evasively"
 **True Believer**
Allies fleeing, or dying, no longer lowers this character's **Morale**.
This character gains 5% resolve for every fleeing character on the field, friend or foe.
Taking this perk also removes the superstitious , insecure  and dastard  traits.
Makes enemies **50%** less likely to attack you, instead of an ally.
Makes enemies less likely to attack you instead of an ally, also grants +5 Ranged Defense and +3 Melee Defense.
* You must be outside of enemy vision to use camouflage.
Grants +50% maximum and minimum damage while hidden.
Grants an additional +50% damage to Assassin backgrounds while hidden.
**+2** **Ranged Skill**
**+4** **Ranged Defence**

"runs quickly"
"is quick as a flash"
"has fleet feet"
"manoeuvres rapidly"
"steps briskly"
 **Adrenaline**
* If multiple entitles active adrenaline on the same round, those entities will take their turns in order of their **current** initiative at the start of the next round.
Bonus is reset upon landing a hit. Works with any weapon.
**+2** **Ranged Attack**
**+2** **Ranged Defense**

"lifts weight for hours"
"barely breaks a sweat"
"has extraordinary endurance"
"has superb stamina"
 **Recover**
**Recover** cannot be used if another skills is used.
The effect stacks with each attack, and can be applied to multiple targets at once with a single attack.

**+2** **Hit Points**
**+2** **Melee Defense**

"arouses loyalty in people"
"galvanises trust in others"
"emboldens people to action"
"speaks with conviction"
"gives impressive speeches"
 **Rally the Troops**
The higher the **Resolve** of the character using the skill, the higher the chance to succeed.
The percentage chance for each ally to gain confident morale, 33% of your resolve. For each point of resolve below 100 there is a 0.04% chance the speech backfires and causes wavering morale.
* Cannot stack with itself.
**+2** **Melee Attack**
**+2** **Melee Defense**

"is strikingly astute"
"has a creative imagination"
"seems well informed"
"appears knowledgeable of many things"
"approaches problems rationally"
 **Student**
Gain additional **20%** experience from **Battles**.
At the **11th** character level, you gain an **Additional Perk Point.**
* The bonus experience stays until level 99.
**Resolve** is increased by **25%**.
**Instantly** gain a **Level Up** to increase this character's attributes with maximum rolls, but without talents.
Spend less Fatigue on skills for **each point** of **Resolve** over **60**.
* Bonus is based off **current** resolve, therefore this perk can adjust during battle in positive or negative ways
**+2** **Ranged Defense**
**+2** **Initiative**

"has a hulking form"
"has impressively broad shoulders"
"is a hefty sort"
"looms with immensity"
"is a mountainous figure"
 **Colossus**
* The higher your total hit points the greater chance you have of resisting injuries

**Only occurs once per combat.**
**+2** **Melee Skill**
**+2** **Fatigue**

"strictly penitent "
"strives for atonement in hardship"
"sees their own torture as absolution"
"seems to revel in self-suffering"
"takes joy in feeling pain"
 **Lone Wolf**
If the attack misses, the effect is wasted.
When below **33%** health this character becomes **immune** to the effects of fresh injuries, and is not upset by health losses.
**+2** **Ranged Defense**
**+4** **Initiative**

"coordinates activities effectively"
"formulates detailed plans"
"tabulates company expenses"
"already classified your inventory"
"straightened out the supplies"
 **Bags and Belts**
Items placed in **Bags** no longer give a penalty to maximum Fatigue, except **Two-Handed Weapons** and **Shields**.
Grants **8** additional **Stash Spaces** and **+6** fatigue.
* If the brother using this perk dies in battle or leaves, stash space will be removed on entering the world map again. Removed stash storage containing items will be destroyed.
Grants **12** additional **Stash Spaces** and **+9** fatigue.
* If the brother using this perk dies in battle or leaves, stash space will be removed on entering the world map again. Removed stash storage containing items will be destroyed.
This character does not count towards your party strength when determining game difficulty.
They will gain **+10%** **Resolve**
They become **Content** with being in **Reserve**, and will grow **Unhappy** if they are placed in battle more than once per week.
**+2** **Hitpoints**
**+2** **Initiative**

"is built to last"
"has a rugged countenance"
"is stout-hearted"
"is quite robust"
"is well built"
 **Composure**
Grants **Immunity** to **Stun**.
Attacks that target specifically Fatigue are unaffected (eg. Bash).
Applies to skills such as **Knock Back**, **Hook** and others that change a character's position.
Does not grant the damage reduction of **Indomitable**, but also does not require activation.
**+2** **Fatigue**
**+2** **Hit Points**

"is stubbornly relentless"
"is staunchly perseverant"
"has a strong will"
"steadfastly persists"
"seems unswervingly firm"
 **Nine Lives**
The next hit is likely to kill you for good, of course, but improved defensive stats until your next turn help you to survive until then.
Also grants a one in nine chance to survive a fatal blow with an injury.
Status effects that have their effects grow weaker over several turns (e.g. Goblin Poison) are at their weakest state from the start.
Also grants +6 hitpoints.
**+2** **Ranged Defense**
**+2** **Resolve**

"has great qualifications"
"is well drilled"
"is truly disciplined"
"has practiced a great deal"
"has been instructed by someone skillful"
 **Back to Basics**
If they take damage while fleeing, they have a chance to rally. The chance is equal to half their resolve as a percentage.
Also grants +10% training speed in camp.
If an attacker has the **Backstabber** perk, the effect of that perk is negated, and the normal **Defense Malus** due to being surrounded is applied instead.
* Aggressive  counters this perk, neutralising its effect but also neutralising the negative effect of aggressive and applying the normal surrounded debuff instead.
**+2** **Ranged Attack**
**+2** **Melee Defense**

"seems fiendishly barbarous"
"is ferociously savage"
"is brutally harsh"
"appears diabolically fierce"
"is bestially dangerous"
 **Crippling Strikes**
Undead cannot be injured, but you gain +10% damage against them.
Characters cannot regain more than their **Action Points** and no more than **4** for a single attack.
This bonuses reduces as your morale state decreases.
* +5% at steady
* -5% when breaking
* -10% when fleeing
**+4** **Melee Attack**
**+2** **Ranged Attack**