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Humans from the game, with info about their strengths, weaknesses and tactics.

Stat values given below for hp are unofficial estimates derived from analyzing battle log figures in Build 0.6.0.21. Melee and Ranged Defense stats are inferred from comparing known Melee/Ranged Skill for brothers with the to-hit % displayed on mouseover.
Enemies do not level and should have same stats.[1] However certain mobs (i.e. Knights) may have partially randomized perks to reflect their very own experiences, strengths and weaknesses in combat.[2]
For more detailed info on how to deal with various enemies, refer to this excellent (but partially outdated) guide by Dialetheia.


BrigandsEdit

Bandit thug orientation Brigand Thug
Strengths
  • Usually fight in large groups, dangerous in early game and when player is outnumbered.
Weaknesses
  • Rather low hp (about 55)
  • No base melee defense bonus (0)
  • No base ranged defense bonus (0)
  • Light armor. Typical armor include leather wraps (20), leather tunic (30)
  • Weak weapons.
Tactics
  • Form a shield wall and weaken them with archers from behind.
Bandit poacher orientation Brigand Poacher
Strenghts
  • Usually fight together with raiders and thugs.
  • Sometimes will have wardogs.
Perks
  • Rotation, Recovery.
Weaknesses
  • As opposite of the Brigand Marksman, Poachers don't have the "Bullseye" perk.
  • Don't have the mastery of any ranged weapon.
Tactics
  • Outgun them with your archers.
  • Use dogs to distract them.
Bandit raider orientation Brigand Raider
Strengths
  • Decent hps (about 75)
  • Respectable base melee defense bonus (+10)
  • Usually fight in larger groups together with Brigand Marksmen.
  • Sometimes have throwing weapons like Javelins or Throwing Axes.
  • Strong weapons. Typical weapons include all mid tier weaponry (falchion, handaxe, morning star, flail, boar spear, warbrand, hooked blade, pike, etc)
  • Medium to strong armor. Typical armor include rusty mail coif (70), padded leather (80), patched mail (90), leather lamellar (95), worn mail (110)
  • Has Rotation perk and will use it to evacuate weakened bandits from melee
Perks
  • Rotation, Recovery, Spear Mastery, Polearm Mastery, Axe Mastery.
Weaknesses
  • Tend to instantly charge.
  • Mediocre base ranged defense bonus (+5)
Tactics
  • If they do not charge instantly, kill their Marksmen with your Ranged Brothers and as a result force them to charge. Then weaken them with your Ranged Brothers and form a shield wall.
  • If they do not charge even after their Marksmen are killed, try to move a Brother on one of their wings, they will loosen their formation and you can charge in.
  • if they do not charge instantly, send your brothers in front of them with shieldwall with kiteshield(so move until you have 5 action points left and then shieldwall). in the next round send your tankiest brother to their frontline because the moment your brother reach that point they wil charge. they will stand infront of your brothers with 0 action points or enough to hit your brother 1 time and thats when you counter strike them with 2 hits.
Bandit marksman orientation Brigand Marksman
Strengths
  • Usually move first and damage the player's Brothers with Bows or Crossbows.
  • Sometimes carries a Wardog.
  • Deadly early game, fight at night is recommended until you have your own archers to deal with them.
Perks
  • Bullseye, Rotation, Recovery, Bow and Crossbow mastery.
Weaknesses
  • Rather low hp (about 50-55)
  • Mediocre base melee defense bonus (+5)
  • Mediocre base ranged defense bonus (+5)
  • Low to medium armor. Typical armor include leather wraps (20), padded surcoat (50), blotched gambeson (70)
Tactics
  • Try to take them out with your Ranged Brothers.
  • Move one or two of your brothers outside of the main battle line and "ambush" them.
Bandit leader orientation Brigand Leader
Strengths
  • High hps (roughly 100-125, variability might be due to Colossus perk)
  • High base melee defense (+15). Likely to have Shield Expert perk, putting defense at 18 with regular shields.
  • High base ranged defense (+15). Shield Expert benefits applicable as above.
  • Usually uses Heavy armor. Typical armor include nasal helm with mail (200), basic mail (110), reinforced mail hauberk (210)
  • Powerful weapons. Top tier weaponry including noble sword, winged mace, fighting axe, etc
  • Sometimes carry unique weapons
Perks
  • Colossus, Rotation, Recovery, Overwhelm, Nine Lives.
Weaknesses
  • Tend to stay isolated from other NPCs.
  • Sometimes charges first.
Tactics
  • If the leader charges at you, focus fire with ranged weapons.
  • If isolated, eliminate other brigands first and take care of the Leader last.
  • if they charge first block him with the strongest brother you have and shieldwall him until he is the last enemy on the field.
  • They often have some high tier armor and helmet, so try to surround him and use the "Puncture" skill of the dagger to save his gear.

Noble House ForcesEdit

Footman orientation Billman
Strengths
  • Medium Armor.
  • Uses polearms like the Pike and Billhook.
  • Stays in formation and deals high damage from the back row.
Perks
  • Fast Adaptation, Rotation, Reach Advantage, Polearm Mastery.
Weaknesses
  • Outside of the formation they get damaged quite fast due to light armor, mediocre Melee/Ranged Defense skills and not possessing a shield.
Tactics
  • Will occasionally use the Hook skill with Billhooks to inflict your mercs with the Stagger debuff
  • Since they have no shields, they are very vulnerable to archers.
  • Kite them by always ending your turn 3 tiles away, so they can't move and attack in the same turn.
Footman veteran orientation Footman
Strengths
  • Mid-tier weapons like Falchion, Military Pick, Morning Star, Arming Sword
  • Heaters and Kite Shields
  • Medium to strong armor.
  • High Resolve, don't suffer from morale loss easily.
Perks
  • Shield Expert, Fast Adaptation, Rotation, Recovery
Weaknesses
  • They are not great damage dealers and will often spam 'Shieldwall' and get exhausted.
Tactics
  • Break their armor with hammers, or use flails to hit them over their shields.
Arbalester orientation Arbalester
Strengths
  • Strong crossbows, sometimes will carry a Heavy Crossbow
  • Medium Armor.
  • Decent Ranged Skill and Ranged Defense and can be difficult to target as they like to stand behind friendly units.
Weaknesses
  • Weak in melee fights.
  • Tend to mainly stay at the wings of the formation.
Tactics
  • Archer with Bow Mastery can try to shoot them without having to move.
  • Can be distracted for a few turns with wardogs.
Standard bearer orientation Standard Bearer
Strengths
  • Medium to strong armor.
  • Is able to use the rally the troops perk.
  • Usually stays in safe position within the formation.
Weaknesses
  • No shields.
  • Sometimes (but unlikely) charges as first and therefore is (additionally to his lack of a shield) a good target for your first shots.
Tactics
  • Try to shoot them.
Knight orientation Knight
Strengths
  • Top tier armor like plate mail (320), coat of scales (300), full helm (300), decorated full helm (300).
  • Top tier weapons like Fighting Axe and Noble Sword.
  • Sometimes carry unique weapons and shields
Perks
  • Fast Adaptation, Shield Expert, Overwhelm.
Weaknesses
  • Gets fatigued quite fast.
Tactics
  • Surround him and break his shield, use maces to stunlock him then finish him off.
  • Surround him and use dagger "Puncture" skill to save his armor.
Sergeant orientation Sergeant
Strengths
  • Top-tier Armor.
  • Top-tier Weapons.
  • High Melee Attack and Defence.
Perks
  • Fast Adaptation, Nimble, Duelist, Steel Brow, Weapon Mastery.
Weaknesses
  • No head armor.
  • No shields
Tactics
  • Surround him, throw nets and use flails to hit them in the head.
Greatsword orientation Zweihander
Strengths
  • Top-tier Armor.
  • Two Handed Sword.
  • High Melee Attack and Defence.
  • High Initiative
Perks
  • Reach Advantage, Steel Brow, Sword Mastery, Anticipation, Overwhelm, Berserker, Lone Wolf.
Weaknesses
  • Poor head armor.
  • No shields
Tactics
  • Throw nets and use mace to stun him because surrounding him a letting him attack grant stacks of Reach Advantage with make it harder to hit.

Militia ForcesEdit

Militia orientation Militia
Strengths
Weaknesses
  • Low armor.
  • Weak weapons.
  • Low HP.
  • Tend to instantly charge the enemy.
Tactics
Militia veteran orientation Militia Veteran
Strengths
  • Medium armor.
  • Medium weapons.
Weaknesses
  • Are often alone together, with other Militias.
Tactics
Militia captain orientation Militia Captain
Strengths
  • Medium to strong armor.
  • Medium to strong weapons.
  • Can use "Rally the Troops" perk.
Weaknesses
Tactics
Militia ranged orientation Militia Marksman
Strengths
Weaknesses
  • No crossbows
  • Low armor
  • Low HP
Tactics

Trading CaravansEdit

Caravan hand orientation Caravan Hand
Strengths
Weaknesses
  • Tend to instantly charge the enemy or leave the formation and stand next to the caravan donkey.
Tactics
Caravan guard orientation Caravan Guard
Strengths
  • Medium armor
  • Medium weapons
  • Has "Shield Expert" perk.
Weaknesses
  • Tend to instantly charge the enemy or leave the formation and stand next to the caravan donkey.
Tactics
Peasant orientation Peasant
Strengths
Weaknesses
  • Low or no armor.
  • Low HP.
  • No weapons besides their fists.
Tactics
  • Crush them, it should be nearly impossible to lose a fight against them.

Mercenary CompaniesEdit

Mercenary orientation Mercenary
Strengths
  • High skills.
  • High variety of armor and weapons, going from light to very heavy armor and medium to high tier  weapons.
  • Usually make use of nets
Perks
  • Fast Adaptation, Quickhands, Rotation, Overwhelm, Reach Advantage, Bullseye.
  • Seems to have the weapon mastery of all the weapons
Weaknesses
Tactics
Hedge knight orientation Hedge Knight
Strengths
  • Heavy armor. Typical armor include closed flat top with mail (280), reinforced mail hauberk (210), heavy lamellar armor (285)
  • Top tier weapons (sometimes unique ones). Typical weapons include noble sword, fighting axe, warbrand, greatsword, two handed hammer,etc
  • Often uses top tier shields (ie heater shield, sometimes unique ones)
  • High HP (variable range, probably due to perks, roughly 125-140)
  • Excellent base melee defense (+20)
  • Strong base ranged defense (+15)
  • Likely to have Battle Forged perk (there are quite a few recorded instances where men did less than minimum armor damage for their given weapon)
Perks
  • Colossus, Fast Adaptation, Overwhelm, Shield Expert, Reach Advantage, Killing Frenzy, Berserker, Battle Forged.
Weaknesses
  • Gets fatigued quite fast.
  • Rather low initiative (probably due to all that armor)
Tactics
  • Engage with brother with best defense and use shieldwall. Other men should use 2-handed reach weapons and stay safely away. The Hedge Knight will likely use Shieldwall himself and hopefully not put out too much damage per turn.
  • Warhammers can be useful as they wear heavy armor
  • Remove armor with warhammers and then finish him with spear or any high dmg weapons
  • Surround him and puncture him to death to save his armor.
Swordmaster orientation Swordmaster
Strengths
  • Medium armor. Fairly wide armor assortment including nasal helm (105), basic mail (110). Sometimes no head armor or just a headscarf.
  • High base ranged defense (+15), further boosted by Anticipation perk.
  • Usually carries an Arming Sword/Noble Sword (Uniques are possible). Will use Riposte readily and in tandem with his high Melee Skill, trying to strike him in melee will invariably result in getting men heavily wounded or killed.
Perks
  • Fast Adaptation, Nimble, Steel Brow, Anticipation, Duelist, Head Hunter.
Weaknesses
  • Fairly modest hps (about 60-70)
  • No shields
  • Poor head armor
Tactics
  • Shoot him when he has closed in and try to get a clear shot. An average L11 brother starting with decent ranged skill, armed with a crossbow, will only have a 45% chance at 6 tiles away.[(40 (initial) + 30 (10 level ups in Ranged Skill) + 20 (crossbow) - 15 (distance) - 15 (base ranged defense) - 15 (Anticipation)]
  • Engage with brother with best defense and use shieldwall. Do not melee him when Riposte is active.
Master Archer
Strengths
  • May carry a Warbow or Heavy Crossbow (Uniques are possible).
  • High ranged defense
  • Good in melee fights
Perks
  • Fast Adaptation, Bullseye, Anticipation, Head Hunter, Bow and Crossbow Mastery.
Weaknesses
  • Usually light armored
Tactics
  • Try to engage in melee as fast as possible
  • Try to shoot them with your archers
Bandit raider orientation Bounty Hunter
Strengths
  • High defense and attack values.
  • High Initiative.
  • Light to medium armor.Typical armor include mail hauberk (150), padded leather (80), basic mail shirt (115), closed mail coif (90), nasal helmet with mail (200).
  • Good mix of weapons, typical weapons are dagger, falchion, hand axe, arming sword, warbow and crossbow.
  • Often make use of nets and throwing weapons.
  • Sometimes will have wardogs.
Perks
  • Overwhelm, Fast Adaptation, Weapon Mastery of all weapons, Nimble, Bullseye, Quick Hands, Recovery.
Weaknesses
Tactics
  • Use nets to reduce their defenses.
  • Make use of the "Surround" mechanic to increase hit-chance.

ReferencesEdit

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