The Alp is a pale and haggard creature. It encroaches on settlements in the cover of night, invading the sleep of its helpless inhabitants with ghastly visions, and feeding on the fear and anguish of its victims like a parasite. Scholars speculate that Alps didn’t always look and behave like they do now; most Alps have eye sockets, but no eyes, and mouths with teeth, but only a rudimentary digestive system. Their pale skin peels like old parchment, their bones are frail, and their insides are dark and show signs of decay. Perhaps the Alp is the victim of an ancient curse, or perhaps it simply evolved from a different creature to the nocturnal predator it is now. Whatever it is, don’t fall asleep!
Fun-fact: In german, nightmares are called "Alptraum" = Alp-dream (Which congruents to Nightmare)
Alp
|
100
|
|
10
|
10
|
100
|
100
|
60
|
10
|
15
|
300
|
Sleep Nightmare
|
Underdog
|
Existing Partly in Dreams Fade
|
Loot
Chance
|
|
Chance
|
|
100%
|
To Get 1 Item per Kill
|
|
To Get Bonus Items
|
40%
|
Parched Skin
|
20%
|
Soul Splinter
|
40%
|
Third Eye
|
|
|
20%
|
Petrified Scream
|
|
|
Skills
Icon
|
Name
|
AP
|
Fatigue
|
Description
|
|
Fade
|
|
|
Fade teleports all alps to another tile after one took damage (the tile will be within 2 tiles of your brothers)
|
|
Existing Partly in Dreams
|
|
|
Existing Partly in Dreams Alps take only 10% damage from bows, 25% damage from javelins, 33% damage from crossbows, slings and dog bites, 50% from other piercing attacks and handgonnes.
|
|
Sleep
|
4
|
5
|
Sleep attempts to put a brother to sleep, sleep is like a stun but the brother can be woken up by other brothers or rally the troops skill, can be resisted with a check, after 3 turns the brother will wake up on his own (has a range of 2 tiles)
|
|
Nightmare
|
4
|
10
|
Nightmare does 25 damage - 25% of your current , will at least do 5 damage, ignores armor, never misses, can only be used on sleeping brothers and will wake them up (has a range of 2 tiles)
|
Strengths
- Immune to injuries, bleeding and poison
- Has 0 - 55 extra
- Unaffected by Nighttime debuffs
Tactics
- If you get ambushed by Alps or if you go into an alp fight unprepared, there is a high chance of losing brothers
- Alps trapped in Nets can't teleport, nor can they Break Free or Free Ally. But properly rooting them with the Nets requires adequate Vision, which can be substantially limited by heavy helmets, traits and injuries - in addition to the Nighttime debuff.
- Using a Falcon will reveal the disposition of the opponents to properly position your mercenaries.
- Alps can be stunned. Stunned Alps won't teleport.
- Alps have no zone of control so you can move freely
- Sometimes Alps are accompanied by Direwolves - adjust your positioning and actions accordingly.
- The Nightmare skill does direct HP damage and never misses, so Melee Defense doesn't play any role here.
- Higher the Resolve, the less HP damage your mercenaries receive.
- Don't risk bringing brothers at low Hitpoints and with low Resolve. If you're already in the middle of a fight and one of your brothers is at low health and at risk of dying, make sure he is not asleep.
- Releasing a hound can save your mercenary, but can otherwise unfavorably shuffle Alps upon bite.
- Indomitable perk grants 50% damage reduction.
- Bring a bannerman with high Resolve and Rally the Troops perk. In addition to a passive Resolve buff, which slightly reduces incoming damage from Nightmare attacks and provides a slight increase to the chance of brothers waking up unprompted, the Rally skill wakes up every sleeping brother in range - it saves a lot of Action Points needed to wake up the team and allows more aggression or maneuvering.
- Resilient perk reduces the duration of sleep to 1 turn.
- Avoid bringing ranged-focused brothers with you, especially archers, because Alp fights take place at night and piercing weapons do less damage to them. If you bring ranged-focused mercenaries, use The Fangshire and Night Owl Elixirs.
- Bring weapons that have good chances to hit. Weapons capable of one-shotting an Alp (on body or head critical hit) work well: 2H Axes, Swords, Cleavers, Maces, Hammers, Polearms with Strike skill. 2-tile-range Axes and Maces also synergizes with 1H weapons. Double gripping a 1H weapon gives +25% damage increase, and decapitating (with a Cleaver) an already damaged Alp allows more damage output.
- If you want to avoid fighting them you can always retreat
- Sometimes it's better not to continue the fight and not to chase them if the alps start to retreat, because if they retreat without have fleeing morale status, they will still attack (Fleeing alps can become more confident), unless all your brothers and dogs have high health and you're sure you won't take losses
|
Direwolves are a type of enemy in Battle Brothers. They are fast and dangerous, as they will quickly charge, flank, and overwhelm a target in numbers. Can attack 3 times if they don't move.
Direwolf
|
130
|
60
|
10
|
10
|
180
|
50
|
150
|
12
|
20
|
200
|
Executioner
|
Berserk
|
Pathfinder Direwolf Bite
|
|
|
The Hexe is a witch inspired by Grimm’s fairy tales, a malevolent old crone living in swamps and forests outside of villages alone or in a coven with other Hexen. They’re human, but have long sacrificed their humanity for otherworldly powers. They’re feared, but also worshiped by some. They’re burned at the stake, and yet people seek them out to plead for miracles. They lure and abduct little children to make broth and concoctions out of, they strike terrible pacts with villagers to receive their firstborn, they weave curses and cast hexes. Their huts may or may not be made of candy. With her sorcery, a Hexe can enthrall wild beasts, and even warp the mind of humans, and so will often be found in the company of creatures that serve her.
Hexe
|
80
|
5
|
5
|
80
|
160
|
100
|
9
|
15
|
450
|
Drink Night Owl Elixir
|
Charm
|
Hex
|
|
Prowling the southern deserts and steppe is the Hyena, a carnivorous mammal that resembles a poorly groomed cross between feline and canine. Prey can be few and far between in the endless sea of sand, and so the Hyena is both scavenger and nocturnal hunter. Many a traveler lost in the desert ended up a feast for a pack of Hyenas – but whether they tore him apart as he was still alive, or he died of thirst long before the pack came upon him, is another matter.
In the barren wastes of the south, no scrap of flesh can go to waste, and the Hyena has a jaw strong enough to crush bone so that it can get to every last shred. As it turns out, a jaw that can crush bone can crush armor quite well, too, making the Hyena a threat also to men in armor that would protect them against lesser wildlife. Although a Hyena is smaller than a northern Direwolf, and not always able to kill an unarmored man in a single turn, the way it rips flesh from its victims can leave terrible bleeding wounds and inflict the ‘Bleeding’ status effect. A battle against starved Hyenas is not lost as quickly as against a pack of Direwolves, but it may well be over before you even realize it when your men live on borrowed time as they slowly bleed out while the hyenas circle you in anticipation of a feast.
Hyenas roam and attack in packs that swarm and often surround their prey, attacking from multiple angles. They’re faster in combat than most other opponents, faster even than a Direwolf. A single Hyena can attack three times a turn, often overwhelming their victims and leaving them fatigued as they try to dodge every attack. However, their morale isn’t particularly good, and like most beasts they’re especially afraid of firearms spewing smoke and fire with a loud bang, unreliable as they otherwise may be. Naturally, Hyenas drop unique loot which can either be sold or used to craft new items, including a new armor attachment, if you own the ‘Beasts & Exploration’ DLC.
Hyena
|
120
|
60
|
10
|
10
|
180
|
50
|
90
|
14
|
20
|
200
|
Executioner Backstabber
|
Pathfinder
|
Hyena Bite
|
|
|
Size 1 Ifrit
|
110
|
65
|
60
|
-5
|
-5
|
400
|
60
|
8
|
25
|
150
|
Bullseye Resilient Pathfinder
|
Crippling Strikes Sand Golem
|
Headbutt Merge Living Sands
|
Loot
Chance
|
|
Chance
|
|
40%
|
To Get 1 Item per Kill
|
|
To Get Bonus Items
|
100%
|
Sulfurous Rocks
|
10%
|
Glittering Rock
|
Skills
Icon
|
Name
|
AP
|
Fatigue
|
Description
|
|
Sand Golem
|
|
|
Sand Golem takes only 10% damage from bows and fire lances' ignite, 25% damage from javelins and handgonne, 33% damage from crossbows and slings, 50% damage from other piercing weapons; doesn't take damage if hit by another Ifrit's living sand throw.
|
|
Size 1 Headbutt
|
6
|
15
|
Size 1 Headbutt does 35-45 with 60% and 50%
|
|
Merge Living Sands
|
6
|
25
|
Merge Living Sands will combine three size 1 Ifrits to one size 2 Ifrit or three size 2 Ifrits to one size 3 Ifrit, the newly assembled Ifrit will have full health and armor no matter how damaged the three Ifrits it's made of were, the three Ifrits need to be adjacent to use this skill, this skill can be used with an elevation difference of 4
|
Strengths
- Has natural body armor (110)
- Mindless (no resolve checks)
- Immune to bleeding, poison, stun, fire and injuries
- Unaffected by Nighttime debuffs
- +5 (only for turn order) if there is 1 other Ifrit with the same size next to it
- +10 (only for turn order) if there are 2 other Ifrit with the same size next to it
Tactics
- ?
- Don't bring ranged brothers as Ifrits have resistance to it.
- Stay in you position, and wait for them to form a larger block, and throw themselves at you. Then deal one by one with the smaller blobs.
- Have shields at the from to block some damage.
- The projectile has a chance to spawn T1 Ifrit behind you, which you can easily dispose of if you have a back line, so keep some parts of the back line empty. Eg. you can create a circle with a hollow mid, and there is a chance Ifrit will spawn in the middle.
|
Size 2 Ifrit
|
220
|
75
|
70
|
0
|
-10
|
400
|
50
|
8
|
25
|
150
|
Bullseye Resilient Pathfinder
|
Crippling Strikes Sand Golem
|
Throw Living Sand Headbutt Merge Living Sands
|
Loot
Chance
|
|
Chance
|
|
40%
|
To Get 1 Item per Kill
|
|
To Get Bonus Items
|
100%
|
Sulfurous Rocks
|
10%
|
Glittering Rock
|
Skills
Icon
|
Name
|
AP
|
Fatigue
|
Description
|
|
Sand Golem
|
|
|
Sand Golem takes only 10% damage from bows and fire lances' ignite, 25% damage from javelins and handgonne, 33% damage from crossbows and slings, 50% damage from other piercing weapons; doesn't take damage if hit by another Ifrit's living sand throw.
|
|
Size 2 Headbutt
|
6
|
15
|
Size 2 Headbutt does 70-90 with 65% and 50%
|
|
Merge Living Sands
|
6
|
25
|
Merge Living Sands will combine three size 1 Ifrits to one size 2 Ifrit or three size 2 Ifrits to one size 3 Ifrit, the newly assembled Ifrit will have full health and armor no matter how damaged the three Ifrits it's made of were, the three Ifrits need to be adjacent to use this skill, this skill can be used with an elevation difference of 4
|
|
Size 2 Throw Living Sand
|
6
|
15
|
Size 2 Throw Living Sand does 70-90 with 65% and 40% , the Ifrit will break down into three Ifrits with a lower size, one will be right next to the target of the throw and the other one next to the original Ifrit, the newly created Ifrits will have full health and armor no matter how damaged the original Ifrit was (Has a range of 2 - 5 tiles, can be used when engaged in melee, but the target has to be at least 2 tiles away, can be used over 3 elevation levels)
|
Strengths
- Has natural body armor (220)
- Mindless (no resolve checks)
- Immune to bleeding, poison, stun, fire and injuries
- Unaffected by Nighttime debuffs
- +5 (only for turn order) if there is 1 other Ifrit with the same size next to it
- +10 (only for turn order) if there are 2 other Ifrit with the same size next to it
Tactics
- Killing a size 2 ifrit will create two size 1 ifrits
|
Size 3 Ifrit
|
440
|
80
|
80
|
10
|
-15
|
400
|
40
|
8
|
25
|
150
|
Bullseye Resilient Pathfinder
|
Crippling Strikes Sand Golem
|
Throw Living Sand Headbutt
|
Loot
Chance
|
|
Chance
|
|
40%
|
To Get 1 Item per Kill
|
|
To Get Bonus Items
|
100%
|
Sulfurous Rocks
|
10%
|
Glittering Rock
|
Skills
Icon
|
Name
|
AP
|
Fatigue
|
Description
|
|
Sand Golem
|
|
|
Sand Golem takes only 10% damage from bows and fire lances' ignite, 25% damage from javelins and handgonne, 33% damage from crossbows and slings, 50% damage from other piercing weapons; doesn't take damage if hit by another Ifrit's living sand throw.
|
|
Size 3 Headbutt
|
6
|
15
|
Size 3 Headbutt does 105-135 with 70% and 50%
|
|
Size 3 Throw Living Sand
|
6
|
15
|
Size 3 Throw Living Sand does 105-135 with 70% and 40% , the Ifrit will break down into two size 2 Ifrits and three size 1 Ifrits, one will be right next to the target of the throw and the other 4 next to the original Ifrit, the newly created Ifrits will have full health and armor no matter how damaged the original Ifrit was (Has a range of 2 - 5 tiles, can be used when engaged in melee, but the target has to be at least 2 tiles away, can be used over 3 elevation levels)
|
Strengths
- Has natural body armor (440)
- Mindless (no resolve checks)
- Immune to knockback, grab, bleeding, poison, stun, fire and injuries
- Unaffected by Nighttime debuffs
Tactics
- Killing a size 3 ifrit will create two size 2 ifrits
|
Lindwurms are a type of enemy in Battle Brothers. They are very dangerous beasts. The upper body will move first, followed by the tail. The upper body and the tail share the same health and armor, but attack differently. Acidic blood courses through its veins, and any attacker wounding (beyond a certain threshold) a Lindwurm in melee combat will suffer the blood's corrosive effects, which melts down the attacker's armor.
Lindwurm
|
1100
|
75
|
10
|
−10
|
400
|
180
|
80
|
7
|
30
|
800
|
Fearsome Reach Advantage
|
Underdog Resilient
|
Pathfinder Acid Blood Gorge
|
Loot
Chance
|
|
Chance
|
|
100%
|
To Get 1 Item per Kill
|
|
To Get Bonus Items
|
35%
|
Lindwurm Blood
|
33%
|
Lindwurm's Hoard
|
35%
|
Lindwurm Scales
|
|
|
30%
|
Lindwurm Bones
|
|
|
Skills
Icon
|
Name
|
AP
|
Fatigue
|
Description
|
|
Acid Blood
|
|
|
Acid Blood Every time you do at least 10 to their with melee, the tile next to the Lindwurm will be sprayed with acid - the acid corrodes both body and head armor at the rate of 10% of armor each turn for three turns - this effect doesn't stack, but it will refresh
|
|
Gorge
|
4
|
15
|
Gorge does 80-140 with 150% and 40% (has a range of 2 tiles)
|
Strengths
- Has natural head armor (200)
- Has natural body armor (400)
- Body and tail share the same , and armor
- Immune to acid, root, knockback, grabbing and stun
- Unaffected by Nighttime debuffs
- Has +10 and does 10% more after day 170
Tactics
- Shields with high Melee Defense and Indomitable are crucial to keep your frontliners alive in this fight.
- Adjacent Shieldwalls can give some extra highly valuable Melee Defense points, unless the formation provokes the Tail Slam Split attack, which is more accurate than other attacks.
- To support a safe Recover for prolonged use of Indomitable, a Lindwurm needs to get hit to accumulate some Fatigue and lose some Initiative.
- Try to deal Overwhelmed debuff and other effects (e.g. dazed) before Lindwurm's attacks.
- Use Bone Platings to completely absorb 1 heavy hit to the body armor (fatigue damage will still apply).
- Keep poorly armored or injured mercenaries out of range of the upper-body two-tile attack. An armored and shielded brother can Taunt the upper-body to focus Lindwurm's attention on him, instead of a vulnerable one. Less evasive, but fully armored and healthy units can also be used as a bait. Otherwise, non-Nimble brothers can be finished off by the combo of the tail and the head attacks. Retreat non-Nimble mercenaries with heavily damaged or destroyed armor.
- Since the acid from the Lindwurm blood does % damage to armor, Nimble brothers - who rely more on their HP as 'armor', - can attack adjacent Lindwurms with minor armor durability loss per turn and overall.
- Bowmen, crossbowmen, and two-tiles fighters can damage armor and health without suffering the acidic blood effect.
- Head part of the body-head segment is vulnerable to critical hits (applies to HP only).
- With Cleaver Mastery, brothers with whips can deal 40 points of bleed damage to a Lindwurm with no armor, in addition to the whip's regular damage, while being outside of the beast's attacks range.
- Since Lindwurms often stick close to one another or their respective body parts, area of effect weapons like Handgonnes or Swordlances/Warscythes are very effective damage-wise (even if the body and the tail of a single Lindwurm get hit).
- When the beast has less than 1/3 - 1/4 HP, it is worth using Decapitate with either 1H or 2H Cleavers. Try hitting an armorless body-head part for a chance of the critical hit, although that would require more attack accuracy rather than hitting the body-tail, if the latter is surrounded. Best executed with Nimble mercenaries, possibly with assistance of Adrenaline.
- If fighting Lindwurms with other non-hostile parties, the allied units don’t give the surround bonus for extra hit chance.
|
Lindwurm Tail
|
1100
|
75
|
10
|
−10
|
400
|
180
|
80
|
7
|
30
|
800
|
Fearsome Reach Advantage Resilient
|
Tail Slam Sweep Tail Slam Thresh Tail Slam Split
|
Pathfinder Acid Blood Move Tail
|
Skills
Icon
|
Name
|
AP
|
Fatigue
|
Description
|
|
Acid Blood
|
|
|
Acid Blood Every time you do at least 10 to their with melee, the tile next to the Lindwurm will be sprayed with acid - the acid corrodes both body and head armor at the rate of 10% of armor each turn for three turns - this effect doesn't stack, but it will refresh
|
|
Tail Slam Split
|
4
|
25
|
Tail Slam Split does 60-120 with 150% , 35% , will hit 1 target and the entity behind it, causes the target to be dazed for 2 turns or will stun for 1 turn
|
|
Tail Slam Sweep
|
4
|
20
|
Tail Slam Sweep does 60-120 with 150% , 35% , has -5% chance to hit, will hit up to 3 targets next to each other, causes the target to be dazed for 2 turns or has knockback or will stun for 1 turn
|
|
Tail Slam Thresh
|
4
|
25
|
Tail Slam Thresh does 60-120 with 150% , 35% , has -5% chance to hit, will hit up to 6 targets right next to the tail, causes the target to be dazed for 2 turns or has knockback or will stun for 1 turn
|
|
Move Tail
|
6
|
15
|
Move Tail Teleports the tail right next to the body (has unlimited range)
|
Strengths
- Has natural body armor (400)
- Body and tail share the same , and armor
- Immune to acid, root, knockback, grabbing and stun
- Unaffected by Nighttime debuffs
- Has +10 and does 10% more after day 180
Tactics
- Tail doesn’t attack if it moves: Move Tail costs 6 AP out 7 AP available.
- Tail movement works as a teleport, so it ignores any Spearwall.
- Shields with high Melee Defense and Indomitable are crucial to keep your frontliners alive in this fight.
- Adjacent Shieldwalls can give some extra highly valuable melee defense points, unless the formation provokes the Tail Slam Split attack, which is more accurate than other attacks.
- To support a safe Recover for prolonged use of Indomitable, a Lindwurm needs to get hit to accumulate some Fatigue and lose some Initiative.
- Try to deal Overwhelmed debuff and other effects (e.g. dazed) before Lindwurm's attacks.
- Use Bone Platings to completely absorb 1 heavy hit to the body armor (fatigue damage and status effect will still apply).
- Lindwurm body and tail share the same , so the damage can be entirely focused on the Lindwurm Tail, without wasting few hits to the body/head armor.
- Since Lindwurms often stick close to one another or their respective body parts, area of effect weapons like Handgonnes or Swordlances/Warscythes are very effective damage-wise (even if the body and the tail of a single Lindwurm get hit).
- Keep poorly armored or injured mercenaries out of range of the upper-body two-tile attack. An armored and shielded brother can Taunt the upper-body to focus Lindwurm's attention on him, instead of a vulnerable one. Less evasive, but fully armored and healthy units can also be used as a bait. Otherwise, non-Nimble brothers can be finished off by the combo of the tail and the head attacks. Retreat non-Nimble mercenaries with heavily damaged or destroyed armor.
- Since the acid from the Lindwurm blood does % damage to armor, Nimble brothers - who rely more on their HP as 'armor', - can attack adjacent Lindwurms with minor armor durability loss per turn and overall.
- Bowmen, crossbowmen, and two-tiles fighters can damage armor and health without suffering the acidic blood effect.
- With Cleaver Mastery, brothers with whips can deal 40 points of bleed damage to a Lindwurm with no armor, in addition to the whip's regular damage, while being outside of the beast's attacks range.
- When the beast has less than 1/3 - 1/4 HP, it is worth using Decapitate with either 1H or 2H Cleavers. Try hitting an armorless body-head part for a chance of the critical hit, although that would require more attack accuracy rather than hitting the body-tail, if the latter is surrounded. Best executed with Nimble mercenaries, possibly with assistance of Adrenaline.
- If fighting Lindwurms with other non-hostile parties, the allied units don’t give the surround bonus for extra hit chance.
|
Nachzehrers (German for "eater of remains," literally "after-eater") are a type of enemy in Battle Brothers. They count as beasts, but because they feast on corpses, they are often seen in company with the Zombies or Ancient Dead.
The peasantry tells stories of men and women coming back to life after the sin of committing suicide as horribly shaped monstrosities, turned into a Nachzehrer. They’re said to resemble grey-skinned devils that dig up graves with their claws and devour fresh corpses, even devour parts of themselves and their funeral shrouds, and to grow in strength as they do so until they inevitably prey on the living. Others may claim that they are but wild beasts, merely scavengers drawn to fresh graves like seagulls to fishing nets. Whatever their true nature, they bring misery and disease upon any village they bedevil.
The creature known as Nachzehrer can grow up to two times as it gorges itself on a corpse, and it’s not shy of cannibalizing its own kind. Each time it does so, it increases in size and strength significantly. At its largest, when it’s become a hulking behemoth of grey flesh, it gains the ability to swallow a man whole. Anyone devoured like this isn’t dead, but in the belly of the beast and removed from the map. Slaying the Nachzehrer will free that character again, albeit covered in goo, but retreating while a character is devoured in this way will spell certain death for him.
A Nachzehrer has long claws that they use to dig through the earth in search of food, and which can tear grievous wounds in combat. The larger the Nachzehrer, the more dangerous the claws become. On the bright side, a Nachzehrer doesn’t have any armor, which favors swords and cleavers, and it gets easier to hit with ranged weapons, the larger and less nimble it becomes.
Size 1 Nachzehrer
|
80
|
60
|
10
|
15
|
130
|
50
|
125
|
9
|
15
|
125
|
Pathfinder
|
Small Ghoul Claws
|
Gruesome Feast
|
Loot
Chance
|
|
50%
|
To Get 1 Item per Kill
|
35%
|
Jagged Fangs
|
35%
|
Nachzehrer Horn
|
30%
|
Nachzehrer Brain
|
Skills
Icon
|
Name
|
AP
|
Fatigue
|
Description
|
|
Small Ghoul Claws
|
4
|
6
|
Small Ghoul Claws does 25-40 with 75% and 10%
|
|
Gruesome Feast
|
6
|
25
|
Gruesome Feast Eats a dead body, grows in size (if possible), improves its morale, removes all injuries and heals up to max (the nachzehrer has to be on the same tile as the dead body)
|
Strengths
- Immune to poison
- Unaffected by Nighttime debuffs
Tactics
- Attracted to dead bodies, often charge into spearwalls
- Making a spearwall around a dead Nachzeher can result in additional kills, but it can create bodies outside the zone of control or a Nachzehrer can simply dodge the spearwall
- Protect the dead bodies, so that Nachzehers would not feast and become confident and stronger
- Feasting requires 6 AP, so they can feast after moving 1 tile
- Kill a Nachzehrer only if you have means to prevent others from consuming its dead body, otherwise let it stay alive
- When using ranged weapons against them in the initial charge, try to spread out the damage evenly and don't take a shot with a weapon powerful enough to kill with a headshot
- Be careful with using dogs as you cannot control them: they can run off, die and get eaten by them Nachzehrers
|
Size 2 Nachzehrer
|
200
|
70
|
15
|
10
|
130
|
80
|
110
|
9
|
15
|
250
|
Pathfinder
|
Medium Ghoul Claws
|
Gruesome Feast
|
Loot
Chance
|
|
Chance
|
|
50%
|
To Get 1 Item per Kill
|
|
To Get Bonus Items
|
35%
|
Jagged Fangs
|
15%
|
Growth Pearls
|
35%
|
Nachzehrer Horn
|
|
|
30%
|
Nachzehrer Brain
|
|
|
Skills
Icon
|
Name
|
AP
|
Fatigue
|
Description
|
|
Medium Ghoul Claws
|
4
|
6
|
Medium Ghoul Claws does 40-60 with 75% and 10%
|
|
Gruesome Feast
|
6
|
25
|
Gruesome Feast Eats a dead body, grows in size (if possible), improves its morale, removes all injuries and heals up to max (the nachzehrer has to be on the same tile as the dead body)
|
Strengths
- Immune to poison
- Unaffected by Nighttime debuffs
Tactics
- Attracted to dead bodies, often charge into spearwalls
- Making a spearwall around a dead Nachzeher can result in additional kills, but it can create bodies outside the zone of control or a Nachzehrer can simply dodge the spearwall
- Protect the dead bodies, so that Nachzehers would not feast and become confident and stronger
- Feasting requires 6 AP, so they can feast after moving 1 tile
- Kill a Nachzehrer only if you have means to prevent others from consuming its dead body, otherwise let it stay alive
- When using ranged weapons against them in the initial charge, try to spread out the damage evenly and don't take a shot with a weapon powerful enough to kill with a headshot
- Be careful with using dogs as you cannot control them: they can run off, die and get eaten by them Nachzehrers
|
Size 3 Nachzehrer
|
380
|
80
|
20
|
5
|
130
|
110
|
95
|
9
|
15
|
375
|
Pathfinder
|
Large Ghoul Claws
|
Gruesome Feast Swallow Whole
|
Loot
Chance
|
|
Chance
|
|
50%
|
To Get 1 Item per Kill
|
|
To Get Bonus Items
|
35%
|
Jagged Fangs
|
30%
|
Growth Pearls
|
35%
|
Nachzehrer Horn
|
|
|
30%
|
Nachzehrer Brain
|
|
|
Skills
Icon
|
Name
|
AP
|
Fatigue
|
Description
|
|
Swallow Whole
|
9
|
25
|
Swallow Whole Devours a brother and removes him from the battle until the nachzehrer has died - The brother takes 10-20 damage, but will at least emerge with 5 remaining - You can't straight up die from being devoured
|
|
Large Ghoul Claws
|
4
|
6
|
Large Ghoul Claws does 55-80 with 75% and 10%
|
|
Gruesome Feast
|
6
|
25
|
Gruesome Feast Eats a dead body, grows in size (if possible), improves its morale, removes all injuries and heals up to max (the nachzehrer has to be on the same tile as the dead body)
|
Strengths
- Immune to poison
- Unaffected by Nighttime debuffs
Tactics
- Attracted to dead bodies, often charge into spearwalls
- Making a spearwall around a dead Nachzeher can result in additional kills, but it can create bodies outside the zone of control or a Nachzehrer can simply dodge the spearwall
- Protect the dead bodies, so that Nachzehers would not feast and become confident and stronger
- Feasting requires 6 AP, so they can feast after moving 1 tile
- Kill a Nachzehrer only if you have means to prevent others from consuming its dead body, otherwise let it stay alive
- When using ranged weapons against them in the initial charge, try to spread out the damage evenly and don't take a shot with a weapon powerful enough to kill with a headshot
- Be careful with using dogs as you cannot control them: they can run off, die and get eaten by them Nachzehrers
- Although the description of Swallow whole claims you cannot die from it, it seems more accurate to say that you cannot die instantly. A further amount of HP damage seems to be dealt each turn while your brother is devoured. If you wish for that brother to live, you must kill the Nachzerer quickly.
|
The Waldschrat, or Schrat for short, is a fabled living tree found in the most remote forests of the world. A creature of bark and wood, it resembles no other, and its mind is truly alien. It blends between trees and shambles slowly, its roots digging through the soil. A frightening night time story tells of how trees watered with the blood of the unjustly killed turn into twisted living trees, out to strangle and choke the life out of children that don’t behave.
Schrat
|
600
|
70
|
−5
|
−5
|
400
|
200
|
60
|
7
|
25
|
600
|
Crippling Strikes Uproot
|
Resilient Steel Brow Shielded
|
Pathfinder Grow Shield
|
Loot
Chance
|
|
Chance
|
|
90%
|
To Get 1 Item per Kill
|
|
To Get Bonus Items
|
40%
|
Ancient Wood
|
25%
|
Ancient Amber
|
40%
|
Glowing Resin
|
|
|
20%
|
Heart of the Forest
|
|
|
Skills
Icon
|
Name
|
AP
|
Fatigue
|
Description
|
|
Shielded
|
|
|
Shielded causes a Schrat to take only 30% damage. Schrats also receive only 25% damage from bolts and arrows, and 50% from javelins - but 1/3 more damage from firelance. When Schrat takes at least 60 dmg, a Sapling will be spawned if a free tile around is available.
|
|
Grow Shield
|
5
|
50
|
Grow Shield creates a new shield after the old one was broken
|
|
Uproot
|
5
|
25
|
Uproot does 70-100 with 85% , 50% and staggers the target for a turn (hits 3 tiles in a row)
|
Strengths
- Has a schrat shield (32 , +20 and +20 )
- Immune to bleeding, poison, knockback, grabbing, stun, root, disarm and injuries
- Unaffected by Nighttime debuffs
- Has a very high innate resistance to ranged attacks
- Has +5 after day 250
Tactics
- Break Schrat Shield before dealing damage
- Non-axe backline brothers can use Throwing Spears to assist in destroying shields
- Split up groups by distracting with advancing tank brothers
- Try taking higher positions for more defense or prevent them from doing so
- Surround a Schrat before dealing high damage to prevent Saplings spawning
- Kill spawned Saplings to prevent more incoming damage and to cause morale checks on opponents
- Place polearms and other 2-tile damage dealers in blind spots
- Use 2H maces to daze them, reducing their damage output, and move Schrats further away from early turn order
|
While much of the south is made up of barren wasteland, the seas of sand are dotted with green islands that promise a treasure most sparse in these parts: water. Water means life in the great deserts, and so any caravans seeking to travel them will hop from one oasis to the next. They are lush refuges teeming with life, but also with danger, for they are home to a slithery predator: The Serpent.
The Serpent is a large non-venomous snake that preys on animals and humans alike in and around oases. Well-camouflaged on the ground, they are not always easily spotted from afar, but they are also slower on the world map than other beasts. Using their forked tongue to sample the air, they have a directional sense of smell and can hunt equally well in the darkness of night as they can in the bright of day.
In battle, a Serpent will seek to wind itself around their prey, to constrict their movement and breath, and to drag them away from allies where they can be more easily killed in isolation. Similar to human opponents using the ‘Hook’ skill of Billhooks, Serpents can pull apart a formation, drag your men into being surrounded by several opponents, and expose your backline. Although Serpents are not venomous, they will attack using their fangs until their victim is either dead or limp enough to be devoured whole.
Serpents can be dangerous for anyone traveling the south, but they also offer an opportunity for earning crowns. The body of a Serpent is covered with overlapping scales of different colors, and some serpent skin, particularly rainbow colored scales, is worth a lot to the upper class of the city states that seek to flaunt their wealth. A mercenary captain will often find contracts to hunt down Serpents, whether to turn them into expensive-looking slippers or simply because too many a caravan hand lost their live along a trade route so that business begins to suffer. The shimmering scales are quite resistant to heat and fire, and a taxidermist can also craft an armor attachment out of these for use with your own men.
Serpent
|
130
|
65
|
10
|
25
|
110
|
100
|
50 - 100
|
9
|
15
|
175
|
Backstabber Snake
|
Relentless Drag
|
Pathfinder Serpent Bite
|
|
|
The Unhold is a lumbering giant, easily the size of three men, and dwarfing even the tallest orc. It eats whole sheep for a snack and empties a pond to wash it down. There’s tales of enraged Unholds leveling remote farms and plucking the limbs off of unlucky farmers like wings from insects, but closer examination will reveal that Unholds aren’t malicious creatures. They’re fiercely territorial, but may often be content to persuade with ear-deafening bellowing and threatening gestures any invaders to run for their lives. The Unhold is a somewhat solitary creature and can be found either alone or in small groups only.
There are 3 variants of Unholds. The most common variant is found in the hills and tundra. Another variant is said to be found in swamps and sometimes forests, where they inhabit caves. The fiercest is the northern variant found in the snowy wastes, with white fur that protects equally against cold and steel. Then there are also armored Unholds that are tamed by barbarians.
Unhold
|
500
|
70
|
10
|
0
|
400
|
130
|
75
|
9
|
30
|
400
|
Crippling Strikes Sweep Fling Back Unstoppable Charge
|
Resilient Steel Brow Battering Ram
|
Pathfinder Regeneration Stalwart
|
Loot
Chance
|
|
Chance
|
|
100%
|
To Get 1 Item per Kill
|
|
To Get Bonus Items
|
40%
|
Giant Skull and Bones
|
33%
|
Strange Meat
|
40%
|
Unhold Hide
|
20%
|
Deformed Valuables
|
20%
|
Unhold Heart
|
|
|
Skills
Icon
|
Name
|
AP
|
Fatigue
|
Description
|
|
Battering Ram
|
|
|
Battering Ram gives stun-immunity
|
|
Stalwart
|
|
|
Stalwart gives knockback and grab-immunity
|
|
Regeneration
|
|
|
Regeneration will heal for 15% of their max at the start of each turn
|
|
Sweep
|
4
|
20
|
Sweep does knockback, will stagger the target, can hit up to 3 targets next to each other, does 40-80 with 80% and 40%
|
|
Fling Back
|
4
|
20
|
Fling Back will toss the target behind the unhold, target gets 10 and suffers falling damage
|
|
Unstoppable Charge
|
6
|
30
|
Unstoppable Charge will stun and stagger the target (has a range of 3 tiles)
|
Strengths
- Each turn heals for 75 HP
- Does 10% more damage after day 90
Tactics
- Good target for nets
- Unholds' medium-low melee skill allows a tank brother to tie one or two up, letting you focus on others
- To prevent tanks from being thrown or knocked back use Indomitable
- Daze Unholds with 2H maces’ Cudgel attacks to reduce their damage output
- Polearms with Mastery are very effective in dealing decent damage and staying away from the frontline (Jagged Pike users don't need Mastery). This method allows backline brothers to move in, attack and move out, so that they are not directly adjacent to the frontline in case an Unhold flips a frontline brother
- Have back-up 2-handed maces for backliners, if they get engaged in melee
- Use hounds to distract, lower morale and gain surround hit bonus
- Cleavers’ "decapitate" skill is good to finish off Unhold with 1/4 or 1/3 health left, otherwise better use standard Cleave skill to impose more damage (Mastery is advised)
|
Bog Unhold
|
500
|
70
|
10
|
5
|
400
|
130
|
75
|
9
|
30
|
400
|
Crippling Strikes Sweep Fling Back Unstoppable Charge
|
Resilient Steel Brow Battering Ram
|
Pathfinder Regeneration Stalwart
|
Loot
Chance
|
|
Chance
|
|
100%
|
To Get 1 Item per Kill
|
|
To Get Bonus Items
|
40%
|
Giant Skull and Bones
|
33%
|
Strange Meat
|
40%
|
Unhold Hide
|
20%
|
Deformed Valuables
|
20%
|
Unhold Heart
|
|
|
Skills
Icon
|
Name
|
AP
|
Fatigue
|
Description
|
|
Battering Ram
|
|
|
Battering Ram gives stun-immunity
|
|
Stalwart
|
|
|
Stalwart gives knockback and grab-immunity
|
|
Regeneration
|
|
|
Regeneration will heal for 15% of their max at the start of each turn
|
|
Sweep
|
4
|
20
|
Sweep does knockback, will stagger the target, can hit up to 3 targets next to each other, does 40-80 with 80% and 40%
|
|
Fling Back
|
4
|
20
|
Fling Back will toss the target behind the unhold, target gets 10 and suffers falling damage
|
|
Unstoppable Charge
|
6
|
30
|
Unstoppable Charge will stun and stagger the target (has a range of 3 tiles)
|
Strengths
- Each turn heals for 75 HP
- Does 10% more damage after day 90
Tactics
- Good target for nets
- Unholds' medium-low melee skill allows a tank brother to tie one or two up, letting you focus on others
- To prevent tanks from being thrown or knocked back use Indomitable
- Daze Unholds with 2H maces’ Cudgel attacks to reduce their damage output
- Polearms with Mastery are very effective in dealing decent damage and staying away from the frontline (Jagged Pike users don't need Mastery). This method allows backline brothers to move in, attack and move out, so that they are not directly adjacent to the frontline in case an Unhold flips a frontline brother
- Have back-up 2-handed maces for backliners, if they get engaged in melee
- Use hounds to distract, lower morale and gain surround hit bonus
- Cleavers’ "decapitate" skill is good to finish off Unhold with 1/4 or 1/3 health left, otherwise better use standard Cleave skill to impose more damage (Mastery is advised)
|
Frost Unhold
|
600
|
75
|
10
|
0
|
400
|
150
|
85
|
9
|
30
|
450
|
Crippling Strikes Sweep Fling Back Unstoppable Charge
|
Killing Frenzy Resilient Steel Brow Battering Ram
|
Pathfinder Regeneration Stalwart
|
Loot
Chance
|
|
Chance
|
|
100%
|
To Get 1 Item per Kill
|
|
To Get Bonus Items
|
40%
|
Giant Skull and Bones
|
33%
|
Strange Meat
|
40%
|
Thick White Fur
|
20%
|
Deformed Valuables
|
20%
|
Unhold Heart
|
|
|
Skills
Icon
|
Name
|
AP
|
Fatigue
|
Description
|
|
Battering Ram
|
|
|
Battering Ram gives stun-immunity
|
|
Stalwart
|
|
|
Stalwart gives knockback and grab-immunity
|
|
Regeneration
|
|
|
Regeneration will heal for 15% of their max at the start of each turn
|
|
Sweep
|
4
|
20
|
Sweep does knockback, will stagger the target, can hit up to 3 targets next to each other, does 40-80 with 80% and 40%
|
|
Fling Back
|
4
|
20
|
Fling Back will toss the target behind the unhold, target gets 10 and suffers falling damage
|
|
Unstoppable Charge
|
6
|
30
|
Unstoppable Charge will stun and stagger the target (has a range of 3 tiles)
|
Strengths
- Does 15% more damage than the other Unholds
- Has fur on body and head (90)
- Each turn heals for 90 HP
- Does 10% more damage after day 90
Tactics
- Good target for nets. Has higher Initiative, so expect early turns at the start of the combat
- Unholds' medium-low melee skill allows a tank brother to tie one or two up, letting you focus on others
- To prevent tanks from being thrown or knocked back use Indomitable
- Daze Unholds with 2H maces’ Cudgel attacks to reduce their damage output
- Polearms with Mastery are very effective in dealing decent damage and staying away from the frontline (Jagged Pike users don't need Mastery). This method allows backline brothers to move in, attack and move out, so that they are not directly adjacent to the frontline in case an Unhold flips a frontline brother
- Have back-up 2-handed maces for backliners, if they get engaged in melee
- Cleavers’ "decapitate" skill is good to finish off Unhold with 1/4 or 1/3 health left, otherwise better use standard Cleave skill to impose more damage (Mastery is advised)
|
Armored Unhold
|
500
|
70
|
10
|
0
|
400
|
130
|
75
|
9
|
30
|
400
|
Crippling Strikes Sweep Fling Back Unstoppable Charge
|
Resilient Steel Brow Battering Ram
|
Pathfinder Regeneration Stalwart
|
Loot
Chance
|
|
Chance
|
|
100%
|
To Get 1 Item per Kill
|
|
To Get Bonus Items
|
40%
|
Giant Skull and Bones
|
33%
|
Strange Meat
|
40%
|
Unhold Hide
|
20%
|
Deformed Valuables
|
20%
|
Unhold Heart
|
|
|
Skills
Icon
|
Name
|
AP
|
Fatigue
|
Description
|
|
Battering Ram
|
|
|
Battering Ram gives stun-immunity
|
|
Stalwart
|
|
|
Stalwart gives knockback and grab-immunity
|
|
Regeneration
|
|
|
Regeneration will heal for 15% of their max at the start of each turn
|
|
Sweep
|
4
|
20
|
Sweep does knockback, will stagger the target, can hit up to 3 targets next to each other, does 40-80 with 80% and 40%
|
|
Fling Back
|
4
|
20
|
Fling Back will toss the target behind the unhold, target gets 10 and suffers falling damage
|
|
Unstoppable Charge
|
6
|
30
|
Unstoppable Charge will stun and stagger the target (has a range of 3 tiles)
|
Strengths
- Has armor on body and head (35)
- Each turn heals for 75 HP
- Does 10% more damage after day 90
Tactics
- Will turn hostile towards barbarians if not whipped by Beastmaster
- Good target for nets
- Unholds' medium-low melee skill allows a tank brother to tie one or two up, letting you focus on others
- To prevent tanks from being thrown or knocked back use Indomitable
- Daze Unholds with 2H maces’ Cudgel attacks to reduce their damage output
- Polearms with Mastery are very effective in dealing decent damage and staying away from the frontline (Jagged Pike users don't need Mastery). This method allows backline brothers to move in, attack and move out, so that they are not directly adjacent to the frontline in case an Unhold flips a frontline brother
- Have back-up 2-handed maces for backliners, if they get engaged in melee
- Use hounds to distract, lower morale and gain surround hit bonus
- Cleavers’ "decapitate" skill is good to finish off Unhold with 1/4 or 1/3 health left, otherwise better use standard Cleave skill to impose more damage (Mastery is advised)
|
Armored Frost Unhold
|
600
|
75
|
10
|
0
|
400
|
150
|
85
|
9
|
30
|
550
|
Crippling Strikes Sweep Fling Back Unstoppable Charge
|
Killing Frenzy Resilient Steel Brow Battering Ram
|
Pathfinder Regeneration Stalwart
|
Loot
Chance
|
|
Chance
|
|
100%
|
To Get 1 Item per Kill
|
|
To Get Bonus Items
|
40%
|
Giant Skull and Bones
|
33%
|
Strange Meat
|
40%
|
Thick White Fur
|
20%
|
Deformed Valuables
|
20%
|
Unhold Heart
|
|
|
Skills
Icon
|
Name
|
AP
|
Fatigue
|
Description
|
|
Battering Ram
|
|
|
Battering Ram gives stun-immunity
|
|
Stalwart
|
|
|
Stalwart gives knockback and grab-immunity
|
|
Regeneration
|
|
|
Regeneration will heal for 15% of their max at the start of each turn
|
|
Sweep
|
4
|
20
|
Sweep does knockback, will stagger the target, can hit up to 3 targets next to each other, does 40-80 with 80% and 40%
|
|
Fling Back
|
4
|
20
|
Fling Back will toss the target behind the unhold, target gets 10 and suffers falling damage
|
|
Unstoppable Charge
|
6
|
30
|
Unstoppable Charge will stun and stagger the target (has a range of 3 tiles)
|
Strengths
- Does 15% more damage than the other Unholds
- Has armor on body and head (400)
- Has fur on body and head (90)
- Each turn heals for 90 HP
- Does 10% more damage after day 90
Tactics
- Will turn hostile towards barbarians if not whipped by Beastmaster
- Good target for nets. Has higher Initiative, so expect early turns at the start of the combat
- Unholds' medium-low melee skill allows a tank brother to tie one or two up, letting you focus on others
- To prevent tanks from being thrown or knocked back use Indomitable
- Daze Unholds with 2H maces’ Cudgel attacks to reduce their damage output
- Polearms with Mastery are very effective in dealing decent damage and staying away from the frontline (Jagged Pike users don't need Mastery). This method allows backline brothers to move in, attack and move out, so that they are not directly adjacent to the frontline in case an Unhold flips a frontline brother
- Have back-up 2-handed maces for backliners, if they get engaged in melee
- Cleavers’ "decapitate" skill is good to finish off Unhold with 1/4 or 1/3 health left, otherwise better use standard Cleave skill to impose more damage (Mastery is advised)
|
The Webknecht is a large arachnid that lives in sizable colonies in the dark areas of forests throughout the world of Battle Brothers. It’s there that they spin their webs between trees to trap anything from bird to deer and between. Unlike most other beasts, Webknechts don’t usually roam a lot, preferring instead to sit in their territory and wait until something unfortunate gets itself caught in one of their nets. Still, they’re known to choose the vicinity of settlements for their home on occasion and threaten the lives of villagers and their livestock.
Webknecht
|
60
|
60
|
10
|
20
|
130
|
45
|
150
|
11
|
20
|
100
|
Backstabber Fast Adaptation
|
Pathfinder Footwork
|
Poison Webknecht Bite Weave Web
|
Loot
Upon spawn, spiders have their size set to from 0.7 to 0.9, and only spiders of size greater than 0.75 can drop loot, effectively resulting in a 15/21 roll, prior and in addition to the % chances in the table.
Chance
|
|
Chance
|
|
60%
|
To Get 1 Item per Kill
|
|
To Get Bonus Items
|
60%
|
Gossamer
|
5%
|
Webbed Valuables
|
40%
|
Poison Gland
|
|
|
Skills
Icon
|
Name
|
AP
|
Fatigue
|
Description
|
|
Weave Web
|
6
|
25
|
Weave Web will throw a web on enemies, preventing movement, reducing their , and and by 50% (has a cooldown of 3 turns)
|
|
Webknecht Bite
|
6
|
10
|
Webknecht Bite does 20-40 with 70% and 30%
|
|
Webknecht Poison
|
|
|
Webknecht Poison will add the poison status to any target that takes at least 6 damage from Webknecht (the poison does 5 damage at the end of character's turn)
|
Strengths
- Is armored on body (20) and head (20)
- Webbed targets take 100% more direct damage
- Can ignore up to 3 height levels when moving
- Unaffected by Nighttime debuffs
- Does 5% more direct dmg after day 25
- Does 5% more direct dmg, gets +5 Melee Defense and +5 Ranged Defense after day 50
- Gains 3 resolve for each other unit on its side
Tactics
- Since webbed brothers suffer from a huge debuff to nearly all stats (including damage dealt) and the spiders deal hurt through armor to them, you want to remove webs as much as possible.
- Weapons with AOE that can dispatch multiple small enemies at once (2H hammer, 2H sword, swordlance/warscythe, etc)
- Brothers with polearm mastery or using jagged pikes are able to attack and clear a webbed brother in the same turn assuming they don't move.
- Use low-damage brothers to free their AOE heavy-hitter allies from webs before their big attacks
- Archers, crossbowmen and gunners are effective, if you can protect them
- Dogs are inconsistent in this fight, use them only if desperate
- Eventually their morale will break from their massive losses
|
The ijirok is the boss you encounter at the Hunting Ground legendary location.
Ijirok
|
2200
|
95
|
20
|
15
|
400
|
999
|
95
|
9
|
30
|
1500
|
Crippling Strikes Gore
|
Resilient Steel Brow Stalwart
|
Ijirok Regeneration Spirit Walk
|
|
The kraken is the boss you encounter at the Stone Pillars legendary location. At first its name will be "Beast of Beasts". After you killed it, you can encounter more krakens (with other names) in the wild.
Irrlicht
|
300
|
80
|
25
|
25
|
999
|
60
|
100
|
9
|
25
|
200
|
Fearsome Bite
|
Underdog Resilient Steel Brow
|
Move Tentacle Ensnare
|
|