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Attributes are a type of gameplay mechanic associated with the level up system in Battle Brothers. Attributes are character stats that affect combat performance. These stats are displayed in the lower left area of the character screen. The numerical values include modifiers from Backgrounds, Traits, and Equipment.

What 1-3 stars next to an attribute mean, is explained on the Talents page.

BrothersStats
Head Armor Melee Skill
Body Armor Ranged Skill
Hitpoints Melee Defense
Action Points Ranged Defense
Fatigue Damage
Morale Effectiveness vs. Armor
Resolve Chance to hit head
Initiative Vision


Head ArmorEdit

For calculation and further info see: Armor Damage

When the head of a character is hit, the armor points of the worn helmet are reduced. Depending on how much damage is done, some of the damage might go directly through the helmet to the hitpoints of the character. The head of a character is harder to hit than the body, but more vulnerable to damage.

"More vulnerable to damage" means that upon hitting the head, +50% HP damage are done. Head Armor is determined by a character's helmet and is reduced by enemy hits to the head. With no or a destroyed helmet, this attribute will be zero, which means any hit to the head will cause damage directly to the hitpoints.

Body ArmorEdit

For calculation and further info see: Armor Damage

When the body of a character is hit, the armor points of the worn body armor are reduced. Depending on how much damage is done, some of the damage might go directly through the armor to the hitpoints of the character.

The Body Armor value is determined by a character's body armor and is reduced by enemy hits to the body. With no or destroyed body armor, this attribute will be zero, which means any hit to the body will cause damage directly to the hitpoints.

HitpointsEdit

For calculation and further info see: HP Damage

Hitpoints represent the damage a character can take before dying. Once these reach zero, the character is considered dead. The higher the maximum hitpoints, the less likely it is a character will suffer debilitating injuries when hit.

Hitpoints (HP) represent the health of a character. If this attribute falls to 0, the character is killed or "struck down". In the current version of the game, Survivors have 90% chance of being struck down unless they suffer a fatality, or already have all the Permanent Injuries. Characters without the Survivor Trait have a small chance to survive a battle (it will show "struck down" in battle log if this happens) but being struck down always incurs a Permanent Injury which can't be removed (there's always a possibility that there may be a rare event or potion in future unless the devs rule it out, but at this stage Permanent Injuries are with the Brother for the rest of the game). As far as is known, enemies reduced to 0 HP are always killed, although certain undead can come back to life if the conditions are right, as well as Brothers being "killed" able to be raised by Necromancers to fight their previous allies. "Struck down" Brothers can't be eaten by Ghouls or animated by Necromancers.

Action PointsEdit

Action Points (AP) are spent for every action, like moving or using a skill. Once all points are spent, the current character's turn ends automatically. AP are fully refreshed each turn.

Action Points are used in battles. Every time a skill is used, like attacking or making a shield wall, the Action Points of the Brother will reduce by the amount the skill needs in order to be executed. Once the Action Points reach 0, the turn for this character ends and the next one is in charge, unless disabled in the options menu. It can be helpful to turn this off for characters with the Quick Hands Perk, as they can swap to their shield after using their action points moving or attacking. It is also helpful for when a brother gets stunned when he is not wielding a shield. The Action Points fully recover every turn unless stunned or poisoned.

FatigueEdit

Fatigue is gained for every action, like moving or using skills, and when being hit in combat. It is reduced at a fixed rate of 15 each turn or as much as necessary for a character to start every turn with 15 less than his maximum fatigue. If a character accumulates too much fatigue they may need to rest a turn (i.e. do nothing) before being able to use more specialized skills again.

Fatigue determines how exhausted a character is. Every skill will not only need some Action Points, it also builds up fatigue. When built up too much, the character is not able to execute any more skills. Because of this, fatigue is one of the most important stats. Similar to action points, the fatigue recovers for a basic amount of 15 every turn.

MoraleEdit

Morale is one of five states and represents the mental condition of combatants and their effectiveness in battle. At the lowest state, fleeing, a character will be outside your control - although they may eventually rally again. Morale changes as the battle unfolds, with characters that have high resolve less likely to fall to low morale states. Many of your opponents are affected by morale as well.

Morale is represented by a flag icon next to the character portrait (during battle). When a friend or foe dies, a morale check is triggered for the other characters on the battlefield. This morale check can change a character's state of morale.
All units (excluding most Undead and most Ancient Dead) have Morale status, which varies from Confident to Fleeing, with Steady being the default state. Certain Traits and Perks of a character can effect the default starting state. Effects of Morale on various stats are shown below:

Morale
state
Resolve Melee
Skill
Ranged
Skill
Melee
Defense
Ranged
Defense
Confident 0 +10% +10% +10% +10%
Steady 0 0 0 0 0
Wavering -10% -10% -10% -10% -10%
Breaking -20% -20% -20% -20% -20%
Fleeing -30% -30% -30% -30% -30%
  • All percentages are applied multiplicatively. For example, a unit with 86 Ranged Skill will have an effective 94 Ranged Skill upon receiving Confident status.
  • Units that fail Resolve test when broken, panic and try to disengage and flee the battlefield.
  • Fleeing units can randomly regain their composure and come back to fight.
  • The skill "Rally the Troop" (unlocked as a tier 3 perk ) has a chance to raise the morale of nearby allies, this could get brothers back from the fleeing status.
  • Brothers' starting Morale in battle is rolled based on their Mood.
  • There is also an enemy-only state of morale called "Unbreakable". This state cannot be affected during battle. Most Undead and most Ancient Dead are examples of enemies with this attribute.
  • Fleeing characters have no zone of control, allowing opponents to navigate adjacent tiles without penalty.
  • Units that fail a resolve test when they are on Broken state do panic, change to Fleeing state, are moved to the end of the turn order and try to disengage and flee the battlefield.
  • Fleeing units can randomly regain their composure and come back to fight.
  • The skill "Rally the Troop", which is gained for a character through the perk of the same name, has a chance to raise the morale of nearby allies to steady if it is lower. This can also get brothers back from the fleeing morale status.

ResolveEdit

For further info see: Combat Mechanics

Resolve represents the willpower and bravery of characters. The higher, the less likely that characters fall to lower morale states at negative events, and the more likely that characters gain confidence from positive events. Resolve acts as defense against certain mental attacks that inflict panic, fear or mind control.

InitiativeEdit

For further info see: Combat Mechanics

The higher this value, the earlier the position in the turn order. The average Battle Brother has a value around 100, which is reduced by the current fatigue as well as any penalty to maximum fatigue (such as from heavy armor). In general, someone in light armor will act before someone in heavy armor, and someone fresh will act before someone fatigued.

Melee SkillEdit

For hit-chance calculation and further info see: Combat Mechanics

Determines the base probability of hitting a target with a melee attack, such as with swords and spears. Can be increased as the character gains experience.

Ranged SkillEdit

For hit-chance calculation and further info see: Combat Mechanics

Determines the base probability of hitting a target with a ranged attack, such as with bows and crossbows. Can be increased as the character gains experience.

Melee DefenseEdit

For hit-chance calculation and further info see: Combat Mechanics

A higher melee defense reduces the probability of being hit with a massive attack, such as the thrust of a spear. It can be increased as the character gains experience and by equipping a good shield.

Ranged DefenseEdit

For hit-chance calculation and further info see: Combat Mechanics

A higher ranged defense reduces the probability of being hit with a ranged attack, such as an arrow shot from afar. It can be increased as the character gains experience and by equipping a good shield.

DamageEdit

For calculation and further info see: Armor Damage

The base damage the currently equipped weapon does. Will be applied in full against hitpoints if no armor is protecting the target. If the target is protected by armor, the damage is applied to armor instead based on the weapon's effectiveness against armor. Depending on how much damage is done, some of the damage might go directly through the worn armor to the hitpoints. The actual damage done is modified by the skill used and the target hit.

Effectiveness vs. ArmorEdit

For calculation and further info see: Armor Damage

The base percentage of damage that will be applied when hitting a target protected by armor. Once the armor is destroyed, the weapon damage applies at 100% to hitpoints. The actual damage done is modified by the skill used and the target hit.

Chance to hit headEdit

For calculation and further info see: To-Hit Chance

The base percentage chance to hit a target's head for increased damage. The final chance can be modified by the skill used.

VisionEdit

For vision ranged hit-chance influence and further info see: Combat Mechanics

Vision, or view range, determines how far a character can see to uncover the fog of war, discover threats and hit with ranged attacks. Heavier helmets can reduce vision.

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