Perks are a type of gameplay mechanic associated with the level up system in Battle Brothers. 1 Perk point is gained with each level up. they will be able to acquire powerful perks, independently of their Attributes.
To unlock, for example, the second perk row, you need to spend one perk, to unlock the third row you need to spend two perk points. These two, however, can be used in the first perk row and you will still gain access to the third row.
After you read about what each perk does, you can use the tool "Battle Brothers Perk Calculator", made by EveryCrime. It let's you visually calculate how you can spend your perk points on a character with a certain level or how you have to progress in order to achieve the perk combinations you want.
Adapt to your opponent's moves! Gain an additional stacking + 8% chance to hit with each attack that misses an opponent. Bonus is reset upon landing a hit.
Cripple your enemies! Lowers the threshold to inflict injuries by 33% for both melee and ranged attacks.
Bring it on! Hitpoints are increased by 25%, which also reduces the chance to sustain debilitating injuries when being hit.
Once per battle, upon receiving a killing blow, survive instead with a few hitpoints left. The next hit is likely to kill you for good, of course.
Bags and Belts
Unlock two extra bag slots to carry all your favorite things with no fatigue penalty for all your four bags!
Learn to move on difficult terrain. Action Point costs for movement on all terrain is reduced by -1 to a minimum of 2 Action Points per tile, and Fatigue cost is reduced to half. Changing height levels also has no additional Action Point cost anymore.
Unlocks the 'Adrenaline' skill which costs 0 AP and 25 Fatigue to be used and puts you first in the turn order for the next round, to have another turn before your enemies do. Feel the adrenaline rushing through your veins!
Unlocks the 'Recover' skill which allows for resting a turn (spend 9 AP) in order to reduce accumulated Fatigue by 50%.
Everything can be learned if you put your mind to it. Gain additional 20% experience from battle. At the eleventh character level, you gain an additional perk point upon and this perk becomes inert.
Inflict additional 20% damage against targets that have sustained any injury effects, like a broken arm.
Nailed it! The penalty to hitchance when shooting at a target that has no clear line of fire is reduced from 75% to 50% for ranged weapons. This affects an initial, seperate, undisplayed roll which determines whether the shot hits the intended target, and only applies when the intended target has Cover. See Combat Mechanics for further details.
Too fast for you! Gain 15% of the character's Initiative as a bonus to Melee and Ranged Defense.
An iron will is not swayed from the true path easily. Resolve is increased by 25%.
Keep it together! Any injuries freshly suffered take effect only after combat ends, and no morale check will be triggered for this character when nearby allies panic and flee.
Hits to the head no longer cause critical damage to this character, which also lowers the risk of sustaining debilitating head injuries.
Looking for this? Swapping items in battle becomes a free action with no Action Point cost once every turn.
Mercenary life comes easy when you're naturally gifted. Instantly gain a levelup to increase this character's attributes with maximum rolls but without talents.
Honor doesn't win you fights, stabbing the enemy where it hurts does. The bonus to hitchance in melee is doubled to +10% for each ally, including Wardogs, surrounding and distracting your target.
When being attacked with ranged weapons, gain 1 + 10% of your base Ranged Defense as additional Ranged Defense per tile that the attacker is away.
Learn to better deflect hits to the side instead of blocking them head on.
The shield defense bonus is increased by 25%. This also applies to the amplified shield bonus from the Shieldwall skill.
Additionally, shield damage received is reduced by 50% to a minimum of 1.
The fatigue penalty from wearing armor and helmet is reduced by 30%.
Unlocks the 'Rotation' skill which costs 3 AP and 25 Fatigue to be used and allows two characters to switch places while ignoring zone of control as long as neither character is stunned, rooted or otherwise disabled.
Rally the Troops
Unlocks the 'Rally the Troops' skill. Rally costs 6 AP, 25 Fatigue and triggers a morale check to raise morale of any ally at Wavering or worse morale within 4 tiles; with a bonus of 40% of the skill user's Resolve, and a penalty of -10 per tile of distance, to the roll. It can also rally fleeing and panicked allies.
Unlocks the 'Taunt' skill which costs 4 AP and 15 Fatigue to be used and makes opponents take offensive actions instead of defensive ones, and attack the taunting character over another potentially more vulnerable one.
Learn to use the superior reach of large weapons to keep the enemy from getting close enough to land a good hit.
Each hit with a two-handed melee weapon add as a stack of Reach Advantage that increases your Melee Defense by 20%, up to a maximum of 6 stacks, until this character`s next turn. A single attack hitting multiple targets can add several stacks at once.
If you put away your weapon, you lose all stacks.
Learn to take advantage of your high initiative and prevent the enemy from attacking effectively by overwhelming them with your attacks!
With every attack, hit or miss, against an opponent that acts after you in the current round, inflict the 'Overwhelmed' status effect which lowers both Melee Skill and Ranged Skill by 10% for one turn.
The effect stacks with each attack and can be applied to multiple targets at once with a single attack.
I work best alone. With no ally within 3 tiles of distance, gain a 15% bonus to Melee Skill, Ranged Skill, Melee Defense, Ranged Defense, and Resolve.
Unlocks the 'Footwork' skill which costs 3 AP and 25 Fatigue to be used and allows you to leave a zone of control without triggering free attacks by using skillful footwork.
I'm used to it. Any defense malus due to being surrounded by opponents no longer applies to this character.
RAARGH! Once per turn, upon killing an enemy, 4 Action Points are immediately regained. Characters can not regain more than their maximum Action Points and no more than 4 for a single attack.
Go for the head! Gain +15% chance to hit the head for critical damage each time you hit the body. Bonus is reset upon hitting the head.
Specialize in light armor! By nimbly dodging or deflecting blows, gain the chance to convert any hits to glancing hits that inflict only half of their normal damage.
The chance to receive only a glancing hit scales between 100% with no penalty to Maximum Fatigue, and 0% at 50 or more penalty to Maximum Fatigue. The lighter your armor and weapons, the more you benefit.
Specialize in heavy armor! Armor damage taken is reduced by a percentage equal to 5% of the total armor value of both body and head armor. The heavier your armor and helmet, the more you benefit.