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Alp 01 orientation
Alp
Direwolf 01 orientation
Direwolf
Hexe 01 orientation
Hexe
Hyena orientation
Hyena
Sand golem orientation
Ifrit
Lindwurm
Lindwurm
Nachzehrer
Nachzehrer
Schrat 01 orientation
Schrat
Serpent orientation
Serpent
Unhold
Unhold
Webknecht
Webknecht
Thing orientation
Ijirok
Kraken 01 orientation
Kraken


Alp[]

Alp1Alp2Alp3

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 01 orientation Alp
Hitpoints
100
Melee Defense
10
Ranged Defense
10
Fatigue
100
Resolve
100
Initiative
60
Action Points
10
Fatigue recovery
15
Experience gain
300
Sleep Sleep
Nightmare Nightmare
Underdog Underdog Existing Partly in Dreams Existing Partly in Dreams
Fade Fade

Loot

Chance Chance
100% To Get 1 Item per Kill To Get Bonus Items
40% Inventory alp skin Parched Skin 20% Southern 06 Soul Splinter
40% Inventory alp eye Third Eye
20% Inventory alp scream Petrified Scream

Skills

Icon Name AP Fatigue Description
Fade
Fade Fade teleports all alps to another tile after one took damage (the tile will be within 2 tiles of your brothers)
Status effect 81
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.
Active 116
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 Resolve check, after 3 turns the brother will wake up on his own (has a range of 2 tiles)
Active 117
Nightmare 4 10 Nightmare does 25 Hitpoints damage - 25% of your current Resolve, will at least do 5 Hitpoints 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 Initiative
  • Unaffected by Night 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 Net2 trapped in Nets can't teleport, nor can they Break Free or Free Ally. But properly rooting them with the Throwing net 70x70 Nets requires adequate Vision, which can be substantially limited by heavy helmets, traits and injuries - in addition to the Night Nighttime debuff.
  • Using a Falcon will reveal the disposition of the opponents to properly position your mercenaries.
  • Alps can be Stunned 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 Health HP damage and never misses, so Melee defense Melee Defense doesn't play any role here.
  • Higher Resolve the Resolve, the less Health HP damage your mercenaries receive.
  • Don't risk bringing brothers at low Health Hitpoints and with low Resolve 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 Status effect 82 asleep.
  • Releasing a hound can save your mercenary, but can otherwise unfavorably shuffle Alps upon bite.
  • Perk 30 Indomitable perk grants 50% Regular damage damage reduction.
  • Bring a bannerman with high Resolve Resolve and Rally the Troops perk. In addition to a passive Resolve 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 Status effect 82 sleeping brother in range - it saves a lot of Action Points needed to wake up the team and allows more aggression or maneuvering.
  • Perk 04 Resilient perk reduces the duration of Status effect 82 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

Direwolf[]

Wolf1Wolf3Wolf2

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 01 orientation Direwolf
Hitpoints
130
Melee Skill
60
Melee Defense
10
Ranged Defense
10
Fatigue
180
Resolve
50
Initiative
150
Action Points
12
Fatigue recovery
20
Experience gain
200
Executioner Executioner Berserk Berserk Pathfinder Pathfinder
Direwolf Bite Direwolf Bite

Loot

Chance Chance
50% To Get 1 Item per Kill To Get Bonus Items
70% Inventory wolfpelt 01 Unusually Large Wolf Pelt 16,5% Strange Meat Strange Meat
30% Inventory wolf adrenaline Adrenaline Gland

Skills

Icon Name AP Fatigue Description
Active 71
Direwolf Bite 4 6 Direwolf Bite does 30-50 Damage with 70% Armor Damage and 20% Direct Damage

Strengths

  • Has fur on body (30) and head (30)
  • Unaffected by Night Nighttime debuffs

Tactics

  • Will charge into Spearwall Spearwall
  • Use shield and terrain to make you hard to hit
  • Use sword and riposte skill to return more missed blows than you could otherwise deal yourself, terrain advantage will give to-hit bonus for riposte
  • Once in melee, concentrate on one opponent until his death causes others to break, then hit with free attacks when routing from melee
  • Stunning a direwolf equates to 3 attacks that you won't have to take next turn
Direwolf 01 orientation Frenzied Direwolf
Hitpoints
150
Melee Skill
65
Melee Defense
10
Ranged Defense
10
Fatigue
180
Resolve
70
Initiative
150
Action Points
12
Fatigue recovery
20
Experience gain
250
Overwhelm Overwhelm
Relentless Relentless
Executioner Executioner
Berserk Berserk
Pathfinder Pathfinder
Direwolf Bite Direwolf Bite

Loot

Chance Chance
50% To Get 1 Item per Kill To Get Bonus Items
70% Inventory wolfpelt 01 Unusually Large Wolf Pelt 16,5% Strange Meat Strange Meat
30% Inventory wolf adrenaline Adrenaline Gland 20% Southern 02 Sabertooth

Skills

Icon Name AP Fatigue Description
Active 71
Direwolf Bite 4 6 Direwolf Bite does 30-50 Damage with 70% Armor Damage and 20% Direct Damage

Strengths

  • Has fur on body (30) and head (30)
  • Does 25% more damage than the normal direwolves
  • Unaffected by Night Nighttime debuffs

Tactics

  • Will charge into spear wall
  • Use shield and terrain to make you hard to hit
  • Use sword and riposte skill to return more missed blows than you could otherwise deal yourself, terrain advantage will give to-hit bonus for riposte
  • Once in melee, concentrate on one opponent until his death causes others to break, then hit with free attacks when routing from melee
  • Stunning a direwolf equates to 3 attacks that you won't have to take next turn

Hexe[]

Hexe 2Hexe 3Hexe 4Hexe 5Hexe 1Hexe 6

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 01 orientation Hexe
Hitpoints
80
Melee Defense
5
Ranged Defense
5
Fatigue
80
Resolve
160
Initiative
100
Action Points
9
Fatigue recovery
15
Experience gain
450
Drink Night Owl Elixir Drink Night Owl Elixir Charm Charm Hex Hex

Equipment

  • Has natural body armor (25)

Loot

Chance Chance
100% To Get 1 Item per Kill To Get Bonus Items
35% Inventory hexe hair Witch Hair 20% Inventory provisions 17 Black Marsh Stew
35% Inventory hexe herbs Mysterious Herbs 30% Southern 07 Jade Brooch
30% Inventory hexe apple Poisoned Apple

Skills

Icon Name AP Fatigue Description
Active 142
Drink Night Owl Elixir 2 10 Drink Night Owl Elixir will remove all Night Nighttime penalties
Active 120
Charm 5 15 Charm will attempt to mindcontrol 1 of your brothers for 2 turns - Your chance to resist being charmed is your Resolve - 35. That means with 35 or less you will always be charmed and with 130 Resolve you have a 95% chance to resist. (95% is the max) - Standing right next to the hexe makes resisting charm more difficult. (-40 instead of -35) - You get 2 chances to resist the charm effect - The status ends on the start of your turn if the hexe is dead (has a range of 8 tiles)
Active 119
Hex 3 5 Hex curses one of your brothers for 2 turns (you will take the same damage as the hexe) - The damage will ignore your armor - The hex can't be resisted and a brother can't have more than 1 hex on him at the same time (has a range of 8 tiles and a cooldown of 1 or 2 turns)

Strengths

  • Natural body armor prevents applying bleed damage by whips on first hits

Tactics

  • Hexe has no attacks or zone of control, so you can move freely
  • Have high resolve and good morale to avoid mind control (brother carrying a battle standard is very helpful)
  • Stun Hexe with a mace to stop her from casting spells
  • Charmed allies tend to use Throwing Spears, Nets and most damaging weapons
  • Use low-damage maces to knock out or whips to disarm charmed allies
  • Use nets to prevent charmed brothers from engaging you
  • With no proper weapons available, surround and punch her
  • Release war dogs to distract them (but be careful if a brother gets hexed, war dogs might accidentally kill them)
  • Taunt may prevent them from casting spells (unconfirmed)

Hyena[]

Hyena 8Hyena 9Hyena 10

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 orientation Hyena
Hitpoints
120
Melee Skill
60
Melee Defense
10
Ranged Defense
10
Fatigue
180
Resolve
50
Initiative
90
Action Points
14
Fatigue recovery
20
Experience gain
200
Executioner Executioner
Backstabber Backstabber
Pathfinder Pathfinder Hyena Bite Hyena Bite

Loot

Chance Chance
50% To Get 1 Item per Kill To Get Bonus Items
60% Southern 10 Raging Hyena Fur 16,5% Strange Meat Strange Meat
40% Southern 12 Acidic Saliva

Skills

Icon Name AP Fatigue Description
Active 197
Hyena Bite 4 6 Hyena Bite does 20-35 Damage with 100% Armor Damage and 35% Direct Damage, causes Bleeding Bleeding for 5 dmg per turn on Hyenas and 10 dmg per turn on Frenzied Hyenas if at least 6 hitpoints were lost from the attack. Bleeding lasts 2 turns.

Strengths

  • Has fur on body (20) and head (20)
  • Can't get Injuries that are hand related
  • Unaffected by Night Nighttime debuffs

Tactics

  • ?
Hyena orientation Frenzied Hyena
Hitpoints
140
Melee Skill
65
Melee Defense
10
Ranged Defense
10
Fatigue
180
Resolve
70
Initiative
130
Action Points
14
Fatigue recovery
20
Experience gain
250
Executioner Executioner
Backstabber Backstabber
Overwhelm Overwhelm
Pathfinder Pathfinder
Perk 26 Relentless
Hyena Bite Hyena Bite

Loot

Chance Chance
50% To Get 1 Item per Kill To Get Bonus Items
60% Southern 10 Raging Hyena Fur 16,5% Strange Meat Strange Meat
40% Southern 12 Acidic Saliva 20% Southern 02 Sabertooth

Skills

Icon Name AP Fatigue Description
Active 197
Hyena Bite 4 6 Hyena Bite does 20-35 Damage with 100% Armor Damage and 35% Direct Damage, causes Bleeding Bleeding for 5 dmg per turn on Hyenas and 10 dmg per turn on Frenzied Hyenas if at least 6 hitpoints were lost from the attack. Bleeding lasts 2 turns.

Strengths

  • Has fur on body (20) and head (20)
  • Can't get Injuries that are hand related
  • Unaffected by Night Nighttime debuffs
  • Deals 25% more Damage Dealt damage

Tactics

  • ?

Ifrit[]

Ifrit 1Ifrit 3Ifrit 5Ifrit 6Ifrit 4Ifrit 2

Sand golem orientation Size 1 Ifrit
Hitpoints
110
Melee Skill
65
Ranged Skill
60
Melee Defense
-5
Ranged Defense
-5
Fatigue
400
Initiative
60
Action Points
8
Fatigue recovery
25
Experience gain
150
Bullseye Bullseye
Resilient Resilient
Pathfinder Pathfinder
Crippling Strikes Crippling Strikes
Sand Golem Sand Golem
Headbutt Headbutt
Merge Living Sands Merge Living Sands

Loot

Chance Chance
40% To Get 1 Item per Kill To Get Bonus Items
100% Southern 11 Sulfurous Rocks 10% Southern 04 Glittering Rock

Skills

Icon Name AP Fatigue Description
Sand golem orientation
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.
Active 195
Size 1 Headbutt 6 15 Size 1 Headbutt does 35-45 Damage with 60% Armor Damage and 50% Direct Damage
Active 194
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 Night Nighttime debuffs
  • +5 Initiative (only for turn order) if there is 1 other Ifrit with the same size next to it
  • +10 Initiative (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.
Sand golem orientation Size 2 Ifrit
Hitpoints
220
Melee Skill
75
Ranged Skill
70
Melee Defense
0
Ranged Defense
-10
Fatigue
400
Initiative
50
Action Points
8
Fatigue recovery
25
Experience gain
150
Bullseye Bullseye
Resilient Resilient
Pathfinder Pathfinder
Crippling Strikes Crippling Strikes
Sand Golem Sand Golem
Throw Living Sand Throw Living Sand
Headbutt Headbutt
Merge Living Sands Merge Living Sands

Loot

Chance Chance
40% To Get 1 Item per Kill To Get Bonus Items
100% Southern 11 Sulfurous Rocks 10% Southern 04 Glittering Rock

Skills

Icon Name AP Fatigue Description
Sand golem orientation
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.
Active 195
Size 2 Headbutt 6 15 Size 2 Headbutt does 70-90 Damage with 65% Armor Damage and 50% Direct Damage
Active 194
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
Active 193
Size 2 Throw Living Sand 6 15 Size 2 Throw Living Sand does 70-90 Damage with 65% Armor Damage and 40% Direct Damage, 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 Night Nighttime debuffs
  • +5 Initiative (only for turn order) if there is 1 other Ifrit with the same size next to it
  • +10 Initiative (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
Sand golem orientation Size 3 Ifrit
Hitpoints
440
Melee Skill
80
Ranged Skill
80
Melee Defense
10
Ranged Defense
-15
Fatigue
400
Initiative
40
Action Points
8
Fatigue recovery
25
Experience gain
150
Bullseye Bullseye
Resilient Resilient
Pathfinder Pathfinder
Crippling Strikes Crippling Strikes
Sand Golem Sand Golem
Throw Living Sand Throw Living Sand
Headbutt Headbutt

Loot

Chance Chance
40% To Get 1 Item per Kill To Get Bonus Items
100% Southern 11 Sulfurous Rocks 10% Southern 04 Glittering Rock

Skills

Icon Name AP Fatigue Description
Sand golem orientation
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.
Active 195
Size 3 Headbutt 6 15 Size 3 Headbutt does 105-135 Damage with 70% Armor Damage and 50% Direct Damage
Active 193
Size 3 Throw Living Sand 6 15 Size 3 Throw Living Sand does 105-135 Damage with 70% Armor Damage and 40% Direct Damage, 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 Night Nighttime debuffs

Tactics

  • Killing a size 3 ifrit will create two size 2 ifrits

Lindwurm[]

TailLindwurm1

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 orientation Lindwurm
Hitpoints
1100
Melee Skill
75
Melee Defense
10
Ranged Defense
−10
Fatigue
400
Resolve
180
Initiative
80
Action Points
7
Fatigue recovery
30
Experience gain
800
Fearsome Fearsome
Reach Advantage Reach Advantage
Underdog Underdog
Resilient Resilient
Pathfinder Pathfinder
Acid Blood Acid Blood
Gorge Gorge

Loot

Chance Chance
100% To Get 1 Item per Kill To Get Bonus Items
35% Inventory lindwurm blood Lindwurm Blood 33% Inventory loot 10 Lindwurm's Hoard
35% Inventory lindwurm scales Lindwurm Scales
30% Inventory lindwurm bones Lindwurm Bones

Skills

Icon Name AP Fatigue Description
Acid
Acid Blood Acid Blood Every time you do at least 10 Damage to their Hitpoints 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
Active 107
Gorge 4 15 Gorge does 80-140 Damage with 150% Armor Damage and 40% Direct Damage (has a range of 2 tiles)

Strengths

  • Has natural head armor (200)
  • Has natural body armor (400)
  • Body and tail share the same Hitpoints, Fatigue and armor
  • Immune to acid, root, knockback, grabbing and stun
  • Unaffected by Night Nighttime debuffs
  • Has +10 Melee Skill and does 10% more Damage after day 170

Tactics

  • Shields with high Melee Defense and Perk 30 active 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 Active 108 Tail Slam Split attack, which is more accurate than other attacks.
  • To support a safe Recover Recover for prolonged use of Perk 30 active Indomitable, a Lindwurm needs to get hit to accumulate some Fatigue and lose some Initiative.
  • Try to deal Status effect 74 Overwhelmed debuff and other effects (e.g. dazed) before Lindwurm's attacks.
  • Use Upgrade 06 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 Perk 52 Cleaver Mastery, brothers with whips can deal 40 points of Bleeding 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 Active 34 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 Perk 37 active Adrenaline.
  • If fighting Lindwurms with other non-hostile parties, the allied units don’t give the surround bonus for extra hit chance.
Lindwurm tail orientation Lindwurm Tail
Hitpoints
1100
Melee Skill
75
Melee Defense
10
Ranged Defense
−10
Fatigue
400
Resolve
180
Initiative
80
Action Points
7
Fatigue recovery
30
Experience gain
800
Fearsome Fearsome
Reach Advantage Reach Advantage
Resilient Resilient
Tail Slam Tail Slam Sweep
Tail Slam Tail Slam Thresh
Tail Slam Tail Slam Split
Pathfinder Pathfinder
Acid Blood Acid Blood
Move Tail Move Tail

Skills

Icon Name AP Fatigue Description
Acid
Acid Blood Acid Blood Every time you do at least 10 Damage to their Hitpoints 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
Active 108
Tail Slam Split 4 25 Tail Slam Split does 60-120 Damage with 150% Armor Damage, 35% Direct Damage, will hit 1 target and the entity behind it, causes the target to be Dazed dazed for 2 turns or will Stunned stun for 1 turn
Active 108
Tail Slam Sweep 4 20 Tail Slam Sweep does 60-120 Damage with 150% Armor Damage, 35% Direct Damage, has -5% chance to hit, will hit up to 3 targets next to each other, causes the target to be Dazed dazed for 2 turns or has knockback or will Stunned stun for 1 turn
Active 108
Tail Slam Thresh 4 25 Tail Slam Thresh does 60-120 Damage with 150% Armor Damage, 35% Direct Damage, has -5% chance to hit, will hit up to 6 targets right next to the tail, causes the target to be Dazed dazed for 2 turns or has knockback or will Stunned stun for 1 turn
Active 109
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 Hitpoints, Fatigue and armor
  • Immune to acid, root, knockback, grabbing and stun
  • Unaffected by Night Nighttime debuffs
  • Has +10 Melee Skill and does 10% more Damage 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 Perk 30 active 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 Active 108 Tail Slam Split attack, which is more accurate than other attacks.
  • To support a safe Recover Recover for prolonged use of Perk 30 active Indomitable, a Lindwurm needs to get hit to accumulate some Fatigue and lose some Initiative.
  • Try to deal Status effect 74 Overwhelmed debuff and other effects (e.g. dazed) before Lindwurm's attacks.
  • Use Upgrade 06 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 Hitpoints, 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 Perk 52 Cleaver Mastery, brothers with whips can deal 40 points of Bleeding 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 Active 34 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 Perk 37 active Adrenaline.
  • If fighting Lindwurms with other non-hostile parties, the allied units don’t give the surround bonus for extra hit chance.

Nachzehrer[]

Nachzehrer concept drawings Nachzehrer devours a brother

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.

Ghoul 01 orientation Size 1 Nachzehrer
Hitpoints
80
Melee Skill
60
Melee Defense
10
Ranged Defense
15
Fatigue
130
Resolve
50
Initiative
125
Action Points
9
Fatigue recovery
15
Experience gain
125
Pathfinder Pathfinder Small Ghoul Claws Small Ghoul Claws Gruesome Feast Gruesome Feast

Loot

Chance
50% To Get 1 Item per Kill
35% Inventory ghoul teeth 01 Jagged Fangs
35% Inventory ghoul horn Nachzehrer Horn
30% Inventory ghoul brain Nachzehrer Brain

Skills

Icon Name AP Fatigue Description
Active 21
Small Ghoul Claws 4 6 Small Ghoul Claws does 25-40 Damage with 75% Armor Damage and 10% Direct Damage
Active 40
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 Hitpoints (the nachzehrer has to be on the same tile as the dead body)

Strengths

  • Immune to poison
  • Unaffected by Night 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
Ghoul 01 orientation Size 2 Nachzehrer
Hitpoints
200
Melee Skill
70
Melee Defense
15
Ranged Defense
10
Fatigue
130
Resolve
80
Initiative
110
Action Points
9
Fatigue recovery
15
Experience gain
250
Pathfinder Pathfinder Medium Ghoul Claws Medium Ghoul Claws Gruesome Feast Gruesome Feast

Loot

Chance Chance
50% To Get 1 Item per Kill To Get Bonus Items
35% Inventory ghoul teeth 01 Jagged Fangs 15% Southern 01 Growth Pearls
35% Inventory ghoul horn Nachzehrer Horn
30% Inventory ghoul brain Nachzehrer Brain

Skills

Icon Name AP Fatigue Description
Active 21
Medium Ghoul Claws 4 6 Medium Ghoul Claws does 40-60 Damage with 75% Armor Damage and 10% Direct Damage
Active 40
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 Hitpoints (the nachzehrer has to be on the same tile as the dead body)

Strengths

  • Immune to poison
  • Unaffected by Night 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
Ghoul 01 orientation Size 3 Nachzehrer
Hitpoints
380
Melee Skill
80
Melee Defense
20
Ranged Defense
5
Fatigue
130
Resolve
110
Initiative
95
Action Points
9
Fatigue recovery
15
Experience gain
375
Pathfinder Pathfinder Large Ghoul Claws Large Ghoul Claws Gruesome Feast Gruesome Feast
Swallow Whole Swallow Whole

Loot

Chance Chance
50% To Get 1 Item per Kill To Get Bonus Items
35% Inventory ghoul teeth 01 Jagged Fangs 30% Southern 01 Growth Pearls
35% Inventory ghoul horn Nachzehrer Horn
30% Inventory ghoul brain Nachzehrer Brain

Skills

Icon Name AP Fatigue Description
Active 103
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 Hitpoints damage, but will at least emerge with 5 Hitpoints remaining - You can't straight up die from being devoured
Active 21
Large Ghoul Claws 4 6 Large Ghoul Claws does 55-80 Damage with 75% Armor Damage and 10% Direct Damage
Active 40
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 Hitpoints (the nachzehrer has to be on the same tile as the dead body)

Strengths

  • Immune to poison
  • Unaffected by Night 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.

Schrat[]

BigschratSaplingBigschrat2

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 01 orientation Schrat
Hitpoints
600
Melee Skill
70
Melee Defense
−5
Ranged Defense
−5
Fatigue
400
Resolve
200
Initiative
60
Action Points
7
Fatigue recovery
25
Experience gain
600
Crippling Strikes Crippling Strikes
Uproot Uproot
Resilient Resilient
Steel Brow Steel Brow
Shielded Shielded
Pathfinder Pathfinder
Grow Shield Grow Shield

Loot

Chance Chance
90% To Get 1 Item per Kill To Get Bonus Items
40% Inventory schrat wood Ancient Wood 25% Southern 09 Ancient Amber
40% Inventory schrat resin Glowing Resin
20% Inventory schrat heart Heart of the Forest

Skills

Icon Name AP Fatigue Description
Status effect 86
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.
Active 121
Grow Shield 5 50 Grow Shield creates a new shield after the old one was broken
Active 122
Uproot 5 25 Uproot does 70-100 Damage with 85% Armor Damage, 50% Direct Damage and staggers the target for a turn (hits 3 tiles in a row)

Strengths

  • Has a schrat shield (32 Durability, +20 Melee Defense and +20 Ranged Defense)
  • Immune to bleeding, poison, knockback, grabbing, stun, root, disarm and injuries
  • Unaffected by Night Nighttime debuffs
  • Has a very high innate resistance to ranged attacks
  • Has +5 Melee Skill 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
Schrat 02 orientation Sapling
Hitpoints
75
Melee Skill
80
Melee Defense
15
Ranged Defense
15
Fatigue
400
Resolve
150
Initiative
80
Action Points
7
Fatigue recovery
15
Experience gain
50
Crippling Strikes Crippling Strikes
Weak Uproot Weak Uproot
Steel Brow Steel Brow Pathfinder Pathfinder

Skills

Icon Name AP Fatigue Description
Active 122
Weak Uproot 5 25 Weak Uproot does 40-60 Damage with 85% Armor Damage, 40% Direct Damage and staggers the target for a turn (hits 1 tile)

Strengths

  • Immune to bleeding, poison, knockback, grabbing, stun, root, disarm and injuries
  • Unaffected by Night Nighttime debuffs

Tactics

  • To prevent Saplings from spawning, surround a Schrat before dealing high damage
  • Kill spawned Saplings to prevent more incoming damage and to cause morale checks on opponents
  • Ranged weapons deal decent damage to them

Serpent[]

Snake

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 orientation Serpent
Hitpoints
130
Melee Skill
65
Melee Defense
10
Ranged Defense
25
Fatigue
110
Resolve
100
Initiative
50 - 100
Action Points
9
Fatigue recovery
15
Experience gain
175
Backstabber Backstabber
Snake Snake
Relentless Relentless
Drag Drag
Pathfinder Pathfinder
Serpent Bite Serpent Bite

Loot

Chance Chance
75% To Get 1 Item per Kill To Get Bonus Items
60% Southern 13 Serpent Skin 15% Southern 03 Rainbow Scale
40% Southern 14 Glistening Scales

Skills

Icon Name AP Fatigue Description
Serpent orientation
Snake Snake causes the serpent to take 34% less damage from Active 203 Fire Handgonne (5 fatigue) and Active 202 Ignite (5 fatigue), the serpent has +15 Initiative towards its turn order if there are enemies in its zone of control
Active 192
Drag 6 20 Drag pulls the target closer to the serpent, ends Shieldwall, Spearwall and Riposte, can cause falling damage that also adds fatigue, will Staggered Stagger for 2 turns (can be used on equal elevation level or if the serpent has the higher elevation level and has a range of 3 tiles)
Active 196
Serpent Bite 5 5 Serpent Bite does 50-70 Damage with 75% Armor Damage and 30% Direct Damage

Strengths

  • Has natural armor on body (40) and head (40)
  • Can't get Injuries that are hand or leg related
  • Has 0 - 50 extra Initiative
  • Has +5 Melee Defense after day 20
  • Does 15% more Direct Damage direct damage after day 50
  • Unaffected by Night Nighttime debuffs

Tactics

  • Serpents will stay clustered when fighting, making AoE weapons effective against them.
  • They will attempt to pull vulnerable brothers with their Drag ability, surrounding them with 4-5 serpents. Low level brothers or those with poor melee defense will rarely survive a full round of attacks.
  • Consider using brothers with high melee defense as "bait" to take a round of attacks while your other brothers move into melee range.
  • Smoke bombs can be effective to get a weak brother out of harms way.

Unhold[]

Unhold 1Unhold 2Unhold 3Armored unholdArmored unhold3

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 Unhold
Hitpoints
500
Melee Skill
70
Melee Defense
10
Ranged Defense
0
Fatigue
400
Resolve
130
Initiative
75
Action Points
9
Fatigue recovery
30
Experience gain
400
Crippling Strikes Crippling Strikes
Unhold3 Sweep
Unhold2 Fling Back
Unhold1 Unstoppable Charge
Resilient Resilient
Steel Brow Steel Brow
Battering Ram Battering Ram
Pathfinder Pathfinder
Regeneration Regeneration
Stalwart Stalwart

Loot

Chance Chance
100% To Get 1 Item per Kill To Get Bonus Items
40% Inventory unhold bones Giant Skull and Bones 33% Strange Meat Strange Meat
40% Inventory unhold hide Unhold Hide 20% Southern 05 Deformed Valuables
20% Inventory unhold 01 Unhold Heart

Skills

Icon Name AP Fatigue Description
Settlement effect besieged
Battering Ram Battering Ram gives stun-immunity
Perk 18
Stalwart Stalwart gives knockback and grab-immunity
Status effect 79
Regeneration Regeneration will heal for 15% of their max Hitpoints at the start of each turn
Active 112
Sweep 4 20 Sweep does knockback, will Staggered stagger the target, can hit up to 3 targets next to each other, does 40-80 Damage with 80% Armor Damage and 40% Direct Damage
Unhold2
Fling Back 4 20 Fling Back will toss the target behind the unhold, target gets 10 Fatigue and suffers falling damage
Active 110
Unstoppable Charge 6 30 Unstoppable Charge will Stunned stun and Staggered 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)
Unhold 03 orientation Bog Unhold
Hitpoints
500
Melee Skill
70
Melee Defense
10
Ranged Defense
5
Fatigue
400
Resolve
130
Initiative
75
Action Points
9
Fatigue recovery
30
Experience gain
400
Crippling Strikes Crippling Strikes
Unhold3 Sweep
Unhold2 Fling Back
Unhold1 Unstoppable Charge
Resilient Resilient
Steel Brow Steel Brow
Battering Ram Battering Ram
Pathfinder Pathfinder
Regeneration Regeneration
Stalwart Stalwart

Loot

Chance Chance
100% To Get 1 Item per Kill To Get Bonus Items
40% Inventory unhold bones Giant Skull and Bones 33% Strange Meat Strange Meat
40% Inventory unhold hide Unhold Hide 20% Southern 05 Deformed Valuables
20% Inventory unhold 01 Unhold Heart

Skills

Icon Name AP Fatigue Description
Settlement effect besieged
Battering Ram Battering Ram gives stun-immunity
Perk 18
Stalwart Stalwart gives knockback and grab-immunity
Status effect 79
Regeneration Regeneration will heal for 15% of their max Hitpoints at the start of each turn
Active 112
Sweep 4 20 Sweep does knockback, will Staggered stagger the target, can hit up to 3 targets next to each other, does 40-80 Damage with 80% Armor Damage and 40% Direct Damage
Unhold2
Fling Back 4 20 Fling Back will toss the target behind the unhold, target gets 10 Fatigue and suffers falling damage
Active 110
Unstoppable Charge 6 30 Unstoppable Charge will Stunned stun and Staggered 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)
Snow unhold Frost Unhold
Hitpoints
600
Melee Skill
75
Melee Defense
10
Ranged Defense
0
Fatigue
400
Resolve
150
Initiative
85
Action Points
9
Fatigue recovery
30
Experience gain
450
Crippling Strikes Crippling Strikes
Unhold3 Sweep
Unhold2 Fling Back
Unhold1 Unstoppable Charge
Killing Frenzy Killing Frenzy
Resilient Resilient
Steel Brow Steel Brow
Battering Ram Battering Ram
Pathfinder Pathfinder
Regeneration Regeneration
Stalwart Stalwart

Loot

Chance Chance
100% To Get 1 Item per Kill To Get Bonus Items
40% Inventory unhold bones Giant Skull and Bones 33% Strange Meat Strange Meat
40% Inventory unhold frost fur 01 Thick White Fur 20% Southern 05 Deformed Valuables
20% Inventory unhold 01 Unhold Heart

Skills

Icon Name AP Fatigue Description
Settlement effect besieged
Battering Ram Battering Ram gives stun-immunity
Perk 18
Stalwart Stalwart gives knockback and grab-immunity
Status effect 79
Regeneration Regeneration will heal for 15% of their max Hitpoints at the start of each turn
Active 112
Sweep 4 20 Sweep does knockback, will Staggered stagger the target, can hit up to 3 targets next to each other, does 40-80 Damage with 80% Armor Damage and 40% Direct Damage
Unhold2
Fling Back 4 20 Fling Back will toss the target behind the unhold, target gets 10 Fatigue and suffers falling damage
Active 110
Unstoppable Charge 6 30 Unstoppable Charge will Stunned stun and Staggered 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)
Unhold Armored Unhold
Hitpoints
500
Melee Skill
70
Melee Defense
10
Ranged Defense
0
Fatigue
400
Resolve
130
Initiative
75
Action Points
9
Fatigue recovery
30
Experience gain
400
Crippling Strikes Crippling Strikes
Unhold3 Sweep
Unhold2 Fling Back
Unhold1 Unstoppable Charge
Resilient Resilient
Steel Brow Steel Brow
Battering Ram Battering Ram
Pathfinder Pathfinder
Regeneration Regeneration
Stalwart Stalwart

Loot

Chance Chance
100% To Get 1 Item per Kill To Get Bonus Items
40% Inventory unhold bones Giant Skull and Bones 33% Strange Meat Strange Meat
40% Inventory unhold hide Unhold Hide 20% Southern 05 Deformed Valuables
20% Inventory unhold 01 Unhold Heart

Skills

Icon Name AP Fatigue Description
Settlement effect besieged
Battering Ram Battering Ram gives stun-immunity
Perk 18
Stalwart Stalwart gives knockback and grab-immunity
Status effect 79
Regeneration Regeneration will heal for 15% of their max Hitpoints at the start of each turn
Active 112
Sweep 4 20 Sweep does knockback, will Staggered stagger the target, can hit up to 3 targets next to each other, does 40-80 Damage with 80% Armor Damage and 40% Direct Damage
Unhold2
Fling Back 4 20 Fling Back will toss the target behind the unhold, target gets 10 Fatigue and suffers falling damage
Active 110
Unstoppable Charge 6 30 Unstoppable Charge will Stunned stun and Staggered 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)
Snow unhold Armored Frost Unhold
Hitpoints
600
Melee Skill
75
Melee Defense
10
Ranged Defense
0
Fatigue
400
Resolve
150
Initiative
85
Action Points
9
Fatigue recovery
30
Experience gain
550
Crippling Strikes Crippling Strikes
Unhold3 Sweep
Unhold2 Fling Back
Unhold1 Unstoppable Charge
Killing Frenzy Killing Frenzy
Resilient Resilient
Steel Brow Steel Brow
Battering Ram Battering Ram
Pathfinder Pathfinder
Regeneration Regeneration
Stalwart Stalwart

Loot

Chance Chance
100% To Get 1 Item per Kill To Get Bonus Items
40% Inventory unhold bones Giant Skull and Bones 33% Strange Meat Strange Meat
40% Inventory unhold frost fur 01 Thick White Fur 20% Southern 05 Deformed Valuables
20% Inventory unhold 01 Unhold Heart

Skills

Icon Name AP Fatigue Description
Settlement effect besieged
Battering Ram Battering Ram gives stun-immunity
Perk 18
Stalwart Stalwart gives knockback and grab-immunity
Status effect 79
Regeneration Regeneration will heal for 15% of their max Hitpoints at the start of each turn
Active 112
Sweep 4 20 Sweep does knockback, will Staggered stagger the target, can hit up to 3 targets next to each other, does 40-80 Damage with 80% Armor Damage and 40% Direct Damage
Unhold2
Fling Back 4 20 Fling Back will toss the target behind the unhold, target gets 10 Fatigue and suffers falling damage
Active 110
Unstoppable Charge 6 30 Unstoppable Charge will Stunned stun and Staggered 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)

Webknecht[]

Spider 1Spider 2Spider 3Spider4Eggs

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 Webknecht
Hitpoints
60
Melee Skill
60
Melee Defense
10
Ranged Defense
20
Fatigue
130
Resolve
45
Initiative
150
Action Points
11
Fatigue recovery
20
Experience gain
100
Backstabber Backstabber
Fast Adaptation Fast Adaptation
Pathfinder Pathfinder
Footwork Footwork
Spider3 Poison
Spider1 Webknecht Bite
Spider2 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% Inventory webknecht silk Gossamer 5% Southern 08 Webbed Valuables
40% Inventory webknecht poison Poison Gland

Skills

Icon Name AP Fatigue Description
Spider2
Weave Web 6 25 Weave Web will throw a web on enemies, preventing movement, reducing their attack damage, melee defense and ranged defense and initiative by 50% (has a cooldown of 3 turns)
Spider1
Webknecht Bite 6 10 Webknecht Bite does 20-40 Damage with 70% Armor Damage and 30% Direct Damage
Spider3
Webknecht Poison Webknecht Poison will add the Spider3 poison status to any target that takes at least 6 Hitpoints damage from Webknecht Webknecht (the poison does 5 Hitpoints 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 Night 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
Spider 02 orientation Spider Eggs
Hitpoints
20
Melee Defense
−50
Ranged Defense
0
Experience gain
0
Perk 32 Resistant to Ranged Attacks

Skills

Icon Name AP Fatigue Description
Perk 32
Resistant to Ranged Attacks Resistant to Ranged Attacks Ancient Dead take only 10% damage from bows, 25% damage from javelins and fire lances' ignite, 33% damage from crossbows, slings and handgonnes, 50% from other piercing attacks.

Strengths

  • Is immune to stun, bleed, poison and knockback
  • Unaffected by Night Nighttime debuffs
  • Mindless (has no resolve checks)
  • Can be destroyed by 1-2 shots from Heavy Crossbow
  • Can spawn up to 3 webknechts (every 1 to 2 turns)
  • The spawned webknechts look tiny, don't drop any loot and only grant 50% of their usual Experience

Ijirok[]

Ijirok

The ijirok is the boss you encounter at the Hunting Ground legendary location.

Thing orientation Ijirok
Hitpoints
2200
Melee Skill
95
Melee Defense
20
Ranged Defense
15
Fatigue
400
Resolve
999
Initiative
95
Action Points
9
Fatigue recovery
30
Experience gain
1500
Crippling Strikes Crippling Strikes
Gore Gore
Resilient Resilient
Steel Brow Steel Brow
Stalwart Stalwart
Regeneration Ijirok Regeneration
Spirit Walk Spirit Walk

Loot

Inventory body armor 98 Armor of the Ijirok Inventory helmet 198 Helmet of the Ijirok

Skills

Icon Name AP Fatigue Description
Perk 18
Stalwart Stalwart gives knockback and grab-immunity
Status effect 79
Ijirok Regeneration Ijirok Regeneration will heal for 6% of their max Hitpoints at the start of each turn
Active 167
Spirit Walk 3 10 Spirit Walk teleports the ijirok, turns surrounding tiles to snow tiles and chills the brothers next to the teleport (has a range of 1 to 30 tiles)
Active 166
Gore 6 20 Gore does 100-130 Damage with 75% Armor Damage, 40% Direct Damage, has knockback and Staggered staggers the target on hit (has a range of 3 to 6 tiles (except on turn 1 it has a range of 3 to 10 tiles))

Strengths

  • Has fur on body and head (140)
  • Is immune to root, stun, poison and not affected by injuries
  • Unaffected by Night Nighttime debuffs

Tactics

  • Overwhelm Overwhelm can be very effective against him
  • Dazing him with a two-handed mace can make him less dangerous

Kraken[]

NoteethKrakenheadHasteeth

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.

Kraken 01 orientation Kraken
Hitpoints
3800
Melee Skill
999
Melee Defense
−15
Ranged Defense
−15
Fatigue
999
Resolve
100
Initiative
−300
Action Points
9
Fatigue recovery
25
Experience gain
2500
Resilient Resilient Steel Brow Steel Brow Devour Devour

Loot

Chance
100% To Get 3 Items per Kill
100% Inventory kraken plate Kraken Plate
100% Inventory kraken plate Kraken Plate
100% Inventory kraken tentacle Severed Tentacle

Skills

Icon Name AP Fatigue Description
Active 150
Devour 6 25 Devour instantly kills the brother if you end your turn next to the mouth

Strengths

  • Is armored (1600)
  • Has no body, only a head
  • Is immune to knockback, grabbing, stun, poison, injuries and nets
  • Unaffected by Night Nighttime debuffs

Tactics

  • Has no zone of control so you can move freely
  • Destroying a tentacle does 35-190 direct damage to the Kraken
  • This damage is reduced by (previously destroyed tentacles - 1) x 5, but can't be less than 35
  • The Kraken becomes enraged if you killed at least 6 tentacles or its Hitpoints are 50% or less
  • Can support up to 8 tentacles, this number goes down to 4 the less Hitpoints the kraken has left
  • You can attack the head with any 2 tile weapon without getting devoured
  • Since Kraken has Resilient perk, Acid Flask's effect is effective only for 1 turn

Other Possible Names

  • Beast of Beasts
  • Ogg-Sattoth the Grand Devourer
  • Kha-Athlu the All-Ender
  • Shaggaruth the Unending
  • Gla-Oth the Endless Maw
  • Gu-Shogg the Thousand-Armed Thresher
  • Chtan-Nahitil the Gorger of All
  • Xa-Shutar the Eater of Worlds
  • Thohochoth the All-Ender
  • Naccorath the Eternal
  • Xapocathlu the All-Reaching
Kraken 02 orientation Irrlicht
Hitpoints
300
Melee Skill
80
Melee Defense
25
Ranged Defense
25
Fatigue
999
Resolve
60
Initiative
100
Action Points
9
Fatigue recovery
25
Experience gain
200
Fearsome Fearsome
Bite Bite
Underdog Underdog
Resilient Resilient
Steel Brow Steel Brow
Move Tentacle Move Tentacle
Ensnare Ensnare

Skills

Icon Name AP Fatigue Description
Active 149
Move Tentacle 4 1 Move Tentacle teleports the tentacle to another tile (has a range of 8 tiles)
Active 146
Bite 5 10 Bite does 70-110 Damage with 100% Armor Damage, 50% Direct Damage and inflicts 5 Bleeding bleeding damage each turn for 2 turns (Caused by losing at least 6 Hitpoints and has a range of 2 tiles)
Active 147
Ensnare 5 10 Ensnare: You are rooted, can't move, unable to use skills and are dragged towards its maw - You can be dragged by up to 6 tiles - Your chance to break free is your Melee Skill + 10 for each previous try - You also lose 10 Hitpoints at the end of your turn - You have -100 Initiative while you are rooted - Removing the ensnare will damage the tentacle (has a range of 2 tiles)

Strengths

  • Mindless (has no resolve checks)
  • Is immune to knockback, grabbing, poison, injuries and disarm
  • Unaffected by Night Nighttime debuffs

Tactics

  • Has no zone of control so you can move freely
  • Bite (10 fatigue) can only be used by tentacles that show their teeth
  • Can be stunned
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