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Humans from the game, with info about their stat-values, perks, skills, equipment, strengths and tactics.

Brigands[]

Highwaymen and others who live outside of the law, brigands are a common foe for a budding mercenary company. Mostly encountered near settlements of the northern noble houses and will often be your opponent during civilian contracts.

Bandit thug orientation

Bandit thug orientation Brigand Thug
Hitpoints
55
Melee Skill
55
Melee Defense
0
Ranged Defense
0
Fatigue
95
Resolve
40
Initiative
95
Action Points
9
Fatigue Recovery
15
Experience
150
Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

  • Usually fight in large groups, dangerous in early game and when player is outnumbered

Tactics

  • Form a shield wall and weaken them with archers from behind
  • Lack of ranged defense and that they don't often come with shields means that they are very easy to snipe
  • Low morale will often lead to mass rout after killing a few of them
  • Armored brothers with two-handed weapons will devastate them and have survivors fleeing
  • Spearwall spam can be useful, though the thugs will usually wait until they are all in position before attempting a mass charge
  • Rotating which brothers are using spearwall can conserve fatigue
  • Will either charge or wait, deny them attacking-turns if they act first even though it might seem tedious, it's effective
  • Easy to kill with a flail without a helmet

Bandit poacher orientation

Bandit poacher orientation Brigand Poacher
Hitpoints
55
Melee Skill
50
Ranged Skill
50
Melee Defense
0
Ranged Defense
5
Fatigue
95
Resolve
40
Initiative
95
Action Points
9
Fatigue Recovery
15
Experience
175
Rotation Rotation Recover Recover Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

  • Usually fight together with raiders and thugs
  • As with all ranged weapons, can wreak havoc on lightly armored brothers

Tactics

  • Outgun them with your archers
  • Use dogs to distract them

Bandit raider orientation

Bandit raider orientation Lower Brigand Raider
Hitpoints
75
Melee Skill
60
Ranged Skill
55
Melee Defense
5
Ranged Defense
5
Fatigue
125
Resolve
55
Initiative
115
Action Points
9
Fatigue Recovery
15
Experience
250
Executioner Executioner
Bullseye Bullseye
Rotation Rotation
Recover Recover
Brawny Brawny
Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

  • Come with a vide variety of weapons, some of which can be very threatening early on
  • Usually fight in larger groups together with brigand marksmen

Tactics

  • Easy to kill with a flail without a helmet
  • The ones armed with two-handers are usually the highest threat out of the whole group and are susceptible to ranged attacks
  • If they do not charge instantly, kill their brigand marksman 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 brigand marksman are killed, try to move a brother on one of their wings, they will loosen their formation and you can charge in
  • Can be easily provoked into moving to attack your brothers, limiting them to one strike and leaving your brothers fresh to attack twice, placing a brother with two spaces between them and a brigand is effective
Bandit raider orientation Brigand Raider
Hitpoints
75
Melee Skill
65
Ranged Skill
55
Melee Defense
10
Ranged Defense
10
Fatigue
125
Resolve
55
Initiative
115
Action Points
9
Fatigue Recovery
20
Experience
250
All Weapon Masteries All WPN Masteries
Executioner Executioner
Bullseye Bullseye
Rotation Rotation
Recover Recover
Brawny Brawny
Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

  • Gains +5 Melee Skill, +5 Ranged Skill after day 40
  • Come with a vide variety of weapons, some of which can be very threatening early on
  • Usually fight in larger groups together with brigand marksmen

Tactics

  • Easy to kill with a flail without a helmet
  • The ones armed with two-handers are usually the highest threat out of the whole group and are susceptible to ranged attacks
  • If they do not charge instantly, kill their brigand marksman 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 brigand marksman are killed, try to move a brother on one of their wings, they will loosen their formation and you can charge in
  • Can be easily provoked into moving to attack your brothers, limiting them to one strike and leaving your brothers fresh to attack twice, placing a brother with two spaces between them and a brigand is effective

Bandit marksman orientation

Bandit marksman orientation Lower Brigand Marksman
Hitpoints
60
Melee Skill
50
Ranged Skill
50
Melee Defense
5
Ranged Defense
10
Fatigue
115
Resolve
50
Initiative
100
Action Points
9
Fatigue Recovery
20
Experience
225
Rotation Rotation Recover Recover Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

  • Dangerous in the early game, when they can wound and kill your lightly armored brothers easily.

Tactics

  • Try to take them out with your ranged brothers
  • Focus on those that come armed with crossbows
  • Flank their battle line and engage them in melee, if possible
  • Frequently left exposed when their melee counterparts charge, leaving them vulnerable to ranged fire
Bandit marksman orientation Brigand Marksman
Hitpoints
60
Melee Skill
50
Ranged Skill
60
Melee Defense
5
Ranged Defense
10
Fatigue
115
Resolve
50
Initiative
110
Action Points
9
Fatigue Recovery
20
Experience
225
Crossbow Mastery Crossbow Mastery
Bow Mastery Bow Mastery
Rotation Rotation Recover Recover
Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

  • Has Perk 17 Bullseye after day 20
  • Gains +5 Ranged Defense after day 40
  • Dangerous in the early game, when they can wound and kill your lightly armored brothers easily.

Tactics

  • Try to take them out with your ranged brothers
  • Focus on those that come armed with crossbows
  • Flank their battle line and engage them in melee, if possible
  • Frequently left exposed when their melee counterparts charge, leaving them vulnerable to ranged fire

Bandit leader orientation

Bandit leader orientation Brigand Leader
Hitpoints
100
Melee Skill
75
Ranged Skill
65
Melee Defense
15
Ranged Defense
10
Fatigue
130
Resolve
70
Initiative
125
Action Points
9
Fatigue Recovery
20
Experience
375
All Weapon Masteries All WPN Masteries
Sundering Strikes Sundering Strikes
Executioner Executioner
Bullseye Bullseye
Quick Hands Quick Hands
Shield Expert Shield Expert
Nine Lives Nine Lives
Rotation Rotation
Recover Recover
Brawny Brawny
Captain Captain
Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Perk 26
Captain Captain is an aura that increases the Resolve of other allies by +15% (range of 5 tiles)
Perk 12
Sundering Strikes Sundering Strikes increases Armor Damage by 20%
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

Tactics

  • Brigand Leaders wear relatively high-tier armor and helmets and are often ones of the last enemies on the battlefield: surround and puncture them with daggers to have higher chances of looting their armor
  • If the leader charges at you, focus fire with ranged weapons: crossbow mastery headshots deal high amount of HP damage and cause morale drops
  • If isolated, eliminate other brigands first and take care of the leader last
  • While dealing with other brigands, use mace's stun to incapacitate leader or at least disarm him with whip to prevent high armor damage
  • Good target for nets


Nomads[]

Nomads are free people of the south who chose to live outside of the control of any city state. They travel the barren desert from one source of water to the next, hunting and scavenging, and living the freedom that they chose. Faced with surviving in this harsh environment, many nomads turn to banditry. It’s not all of them, of course, but as a mercenary in this world it’s who you’ll be dealing with most of the time. Nomads have a roster of their own, roughly similar to that of northern brigands, but with their own equipment and a unique skill. Home in the desert and experienced in desert warfare, they use the environment to their advantage. Quite literally, in that they may throw sand in the faces of their opponents, inflicting the ‘Distracted’ status effect. A distracted target will inflict less damage and have less initiative for a single turn. Nomads populate the vast southern deserts surrounding the city states of the Gilders.

Nomad 01 orientation Nomad Cutthroat
Hitpoints
55
Melee Skill
55
Melee Defense
5
Ranged Defense
5
Fatigue
100
Resolve
45
Initiative
95
Action Points
9
Fatigue Recovery
15
Experience
150
Backstabber Backstabber
Rotation Rotation
Pathfinder Pathfinder
Recover Recover
Hand-to-Hand Attack Hand-to-Hand Attack
Throw Dirt Throw Dirt

Equipment

Skills

Icon Name AP Fatigue Description
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)
Active 215
Throw Dirt 3 5 Throw Dirt is used to Status effect 122 distract opponents.

Strengths

  • Has Dodge Dodge after day 35
  • Can and will debuff enemies by using Throw Dirt

Tactics

  • Kill them quickly to trigger morale checks on other nomads.
  • Worse gear but slightly better stats than brigand thugs
  • Adargas can be broken in a single turn of shield destroying by nearly all weapons, very useful if you can strike down a shieldwalling nomad after he has already acted
  • Be mindful of your positioning due to Backstabber Backstabber
Nomad 02 orientation Nomad Outlaw
Hitpoints
75
Melee Skill
65
Melee Defense
15
Ranged Defense
15
Fatigue
125
Resolve
60
Initiative
115
Action Points
9
Fatigue Recovery
20
Experience
250
All Weapon Masteries All WPN Masteries
Backstabber Backstabber
Rotation Rotation
Relentless Relentless
Quick Hands Quick Hands
Pathfinder Pathfinder
Recover Recover
Brawny Brawny
Hand-to-Hand Attack Hand-to-Hand Attack
Throw Dirt Throw Dirt

Equipment

Skills

Icon Name AP Fatigue Description
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)
Active 215
Throw Dirt 3 5 Throw Dirt is used to Status effect 122 distract opponents.

Strengths

  • Can carry a Three-Headed Flail after day 10
  • Has Perk 01 Dodge after day 40
  • Has +5 Melee Skill after day 40
  • Outlaws armed with whips will constantly attempt to disarm your more threatening damage dealers.
  • Can use wait to chain up turns at no initiative penalty through Perk 26 Relentless.
  • Uses Active 215 Throw Dirt copiously, greatly hampering the damage of your front line

Tactics

  • Their armor is weak but their ability to avoid getting hit is exceptional for an enemy fought in high numbers, especially after day 40 and if they come with a shield
  • Bring weapons that have bonuses to accuracy, a Warbrand might serve you better than a Longsword against them
  • Fire Pots and Flash Pots are very effective since nomads like to clump up
  • A good brother with a Handgonne can be devestating against nomads for the same reason. A couple of Swordlances to be used from the back line are also highly recommended.
  • If your brothers have quick hands, you can pull their weapon out back again after the disarm and still have 6 AP left for an attack.
  • Be mindful how you position yourself due to Perk 59 Backstabber
  • Keep lightly armored or weaker nimble brothers away from outlaws double gripping Three-Headed Flails or using the Two-Handed Saif
  • Adarga Shields are very easy to break (Split Shield Split Shield skill of most Axes is able to break it even without having Perk 44 Axe Mastery), Sipar Shields are not
Nomad 03 orientation Nomad Slinger
Hitpoints
55
Melee Skill
50
Ranged Skill
60
Melee Defense
0
Ranged Defense
10
Fatigue
100
Resolve
45
Initiative
95
Action Points
9
Fatigue Recovery
15
Experience
175
Rotation Rotation Pathfinder Pathfinder
Recover Recover
Hand-to-Hand Attack Hand-to-Hand Attack
Throw Dirt Throw Dirt

Equipment

Skills

Icon Name AP Fatigue Description
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)
Active 215
Throw Dirt 3 5 Throw Dirt is used to Status effect 122 distract opponents.

Strengths

Tactics

Nomad 04 orientation Nomad Archer
Hitpoints
60
Melee Skill
50
Ranged Skill
65
Melee Defense
5
Ranged Defense
15
Fatigue
115
Resolve
55
Initiative
110
Action Points
9
Fatigue Recovery
20
Experience
225
Bow Mastery Bow Mastery
Rotation Rotation
Relentless Relentless
Pathfinder Pathfinder
Recover Recover
Hand-to-Hand Attack Hand-to-Hand Attack
Throw Dirt Throw Dirt

Equipment

Skills

Icon Name AP Fatigue Description
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)
Active 215
Throw Dirt 3 5 Throw Dirt is used to Status effect 122 distract opponents.

Strengths

Tactics

  • Can come in sizable numbers in most larger nomad camps, which gives them more killing power early that one might think
  • Fight them at Settlement effect 25 Nighttime if they outnumber you unless your ranged brothers are exceptional
Nomad 05 orientation Nomad Leader
Hitpoints
100
Melee Skill
75
Ranged Skill
65
Melee Defense
20
Ranged Defense
15
Fatigue
130
Resolve
75
Initiative
125
Action Points
9
Fatigue Recovery
20
Experience
375
Executioner Executioner
Pathfinder Pathfinder
All Weapon Masteries All WPN Masteries
Rotation Rotation
Quick Hands Quick Hands
Shield Expert Shield Expert
Recover Recover
Brawny Brawny
Nine Lives Nine Lives
Dodge Dodge
Hand-to-Hand Attack Hand-to-Hand Attack
Throw Dirt Throw Dirt
Captain Captain

Equipment

Skills

Icon Name AP Fatigue Description
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)
Active 215
Throw Dirt 3 5 Throw Dirt is used to Status effect 122 distract opponents.
Perk 26
Captain Captain is an aura that increases the Resolve of other allies by +15% (range of 5 tiles)

Strengths

Tactics

  • Will at times wait for a bit before joining the outlaws on the front line depending on their gear.
  • Judge their threat level based on what they are wielding.
  • Keep lightly armored brothers well away from them if they are armed with a Two-Handed Scimitar

Nomad specialists are southern equivalent of the hedge knight, swordmaster and master archer. They are found in the larger camps of their people and sometimes in the Arena.

Executioner orientation Nomad Executioner
Hitpoints
170
Melee Skill
85
Melee Defense
30
Ranged Defense
20
Fatigue
160
Resolve
90
Initiative
115
Action Points
9
Fatigue Recovery
25
Experience
450
Executioner Executioner
Brawny Brawny
Steel Brow Steel Brow
Battle Forged Battle Forged
All Weapon Masteries All WPN Masteries
Killing Frenzy Killing Frenzy
Berserk Berserk
Crippling Strikes Crippling Strikes
Recover Recover
Relentless Relentless
Underdog Underdog
Resilient Resilient
Fast Adaptation Fast Adaptation
Hand-to-Hand Attack Hand-to-Hand Attack
Throw Dirt Throw Dirt
Battle Flow Battle Flow
Devastating Strikes Devastating Strikes

Equipment

Skills

Icon Name AP Fatigue Description
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)
Active 215
Throw Dirt 3 5 Throw Dirt is used to Status effect 122 distract opponents.
Status effect 13
Battle Flow Battle Flow lowers accumulated Fatigue by 15% on kill
Devastatingstrikes
Devastating Strikes Devastating Strikes is a +20% dmg multiplier

Strengths

Tactics

  • Very similar to a Hedge Knight, though with slightly better stats.
  • Using nets to control their movement and make them easier to hit when engaged is recommended.
  • A high initiative brother with dagger mastery and overwhelm can make them far less of a threat
Desert devil orientation Blade Dancer
Hitpoints
90
Melee Skill
90
Melee Defense
50
Ranged Defense
30
Fatigue
130
Resolve
90
Initiative
125
Action Points
9
Fatigue Recovery
20
Experience
450
Polearm Mastery Polearm Mastery
Underdog Underdog
Footwork Footwork
Steel Brow Steel Brow
Pathfinder Pathfinder
Berserk Berserk
Dodge Dodge
Sword Mastery Sword Mastery
Overwhelm Overwhelm
Head Hunter Head Hunter
Crippling Strikes Crippling Strikes
Recover Recover
Anticipation Anticipation
Duelist Duelist
Adrenaline Adrenaline
Nimble Nimble
Fast Adaptation Fast Adaptation
Hand-to-Hand Attack Hand-to-Hand Attack
Throw Dirt Throw Dirt
Battle Flow Battle Flow

Equipment

Skills

Icon Name AP Fatigue Description
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)
Active 215
Throw Dirt 3 5 Throw Dirt is used to Status effect 122 distract opponents.
Status effect 13
Battle Flow Battle Flow lowers accumulated Fatigue by 15% on kill

Strengths

Tactics

  • Throw a net to make him much easier to hit
  • Do not underestimate his damage if he comes with a shamshir since he's a duelist.
  • Lacks Resilient, making Daze and poisons particularly effective
Desert stalker orientation Desert Stalker
Hitpoints
80
Melee Skill
65
Ranged Skill
85
Melee Defense
15
Ranged Defense
25
Fatigue
135
Resolve
70
Initiative
140
Action Points
9
Fatigue Recovery
20
Experience
450
Footwork Footwork
Steel Brow Steel Brow
Pathfinder Pathfinder
Bow Mastery Bow Mastery
Rotation Rotation
Quick Hands Quick Hands
Executioner Executioner
Head Hunter Head Hunter
Crippling Strikes Crippling Strikes
Recover Recover
Anticipation Anticipation
Bullseye Bullseye
Nimble Nimble
Fast Adaptation Fast Adaptation
Hand-to-Hand Attack Hand-to-Hand Attack
Throw Dirt Throw Dirt
Battle Flow Battle Flow

Equipment

Skills

Icon Name AP Fatigue Description
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)
Active 215
Throw Dirt 3 5 Throw Dirt is used to Status effect 122 distract opponents.
Status effect 13
Battle Flow Battle Flow lowers accumulated Fatigue by 15% on kill

Strengths

  • Can become a Status effect 108 Champion (2% Chance)
  • Deals 25% more Direct Damage direct damage

Tactics

  • Almost identical to a Master Archer, but can be encountered in considerable numbers inside of nomad camps.
  • Fighting at night greatly reduces their effectiveness, but due to their sheer skill and possibly hefty numbers some shots will still land.
  • Dogs can save you their loot if the stalker decides to run away after the front line is dead.


Barbarians[]

In combat, a barbarian warband doesn’t bother with formations, and they have no backline with polearms or dedicated archers. They are a horde of ferocious warriors in a constant shuffle of everyone trying to bring their weapons to bear against the enemy. They’ll shower you with throwing weapons, they run towards your line, and they make ample use of the ‘Adrenaline’ perk to overwhelm you before you can even strike back. They don’t fear death the same as other humans do, so they are not easy to break. They populate the far northen part of the map.

Wildman 01 orientation Barbarian Thrall
Hitpoints
70
Melee Skill
55
Ranged Skill
50
Melee Defense
0
Ranged Defense
0
Fatigue
120
Resolve
70
Initiative
115
Action Points
9
Fatigue Recovery
15
Experience
175
Adrenaline Adrenaline
Quick Hands Quick Hands
Anticipation Anticipation
Resilient Resilient
Pathfinder Pathfinder
Recover Recover
Barbarian Fury Barbarian Fury
Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Barbarian fury
Barbarian Fury 3 5 Barbarian Fury allows two adjacent units to swap their place similar to the Rotation Rotation perk. Cannot swap place with Unholds.
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

Tactics

  • Easy to kill with a flail without a helmet
  • Very vulnerable to ranged attacks
Wildman 02 orientation Barbarian Reaver
Hitpoints
120
Melee Skill
65
Ranged Skill
60
Melee Defense
10
Ranged Defense
10
Fatigue
130
Resolve
80
Initiative
115
Action Points
9
Fatigue Recovery
20
Experience
250
Adrenaline Adrenaline
All Weapon Masteries All WPN Masteries
Bullseye Bullseye
Quick Hands Quick Hands
Anticipation Anticipation
Underdog Underdog
Resilient Resilient
Pathfinder Pathfinder
Recover Recover
Brawny Brawny
Barbarian Fury Barbarian Fury
Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Barbarian fury
Barbarian Fury 3 5 Barbarian Fury allows two adjacent units to swap their place similar to the Rotation Rotation perk. Cannot swap place with Unholds.
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

  • Has Perk 26 Relentless after day 60
  • Will use Adrenaline Adrenaline copiously
  • Will often destroy shields with Throwing Spears and melee weapons
  • The ones with throwing weapons will at times attempt to hit your backline with them, beware of bringing injured people into the fight

Tactics

  • Easy to kill with a flail without a helmet
  • Prioritize the ones armed with two-handers, a single hit from a skull hammer or spiked mace can strongly maim or outright kill many brothers.
  • Slightly vulnerable to ranged attacks
Wildman 03 orientation Barbarian Chosen
Hitpoints
130
Melee Skill
75
Melee Defense
15
Ranged Defense
10
Fatigue
140
Resolve
90
Initiative
115
Action Points
9
Fatigue Recovery
20
Experience
350
Adrenaline Adrenaline
All Weapon Masteries All WPN Masteries
Crippling Strikes Crippling Strikes
Executioner Executioner
Berserk Berserk
Anticipation Anticipation
Underdog Underdog
Battle Forged Battle Forged
Resilient Resilient
Pathfinder Pathfinder
Recover Recover
Brawny Brawny
Barbarian Fury Barbarian Fury
Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Barbarian fury
Barbarian Fury 3 5 Barbarian Fury allows two adjacent units to swap their place similar to the Rotation Rotation perk. Cannot swap place with Unholds.
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

  • Can become a Status effect 108 Champion (1% Chance)
  • Can come in large numbers
  • Like Reavers, they'll use Adrenaline and Barbarian Fury a lot to give themselves the edge

Tactics

  • Excellent target for nets and especially Disarm.
  • All of them are dangerous in the extreme, so try to burst them down as fast as possible.
  • If that cannot be done, attempt to soften their impact or buy you more time to kill them with good positioning, Daze, Stagger and stuns.
  • You will often fight them in hilly terrain, use that to your advantage.
  • Keep Nimble brothers from Chosen armed with cleavers if you can.
  • Smart use of Spiked Impalers allows you to knock them out of formation
Wildman 06 orientation Barbarian King
Hitpoints
150
Melee Skill
80
Melee Defense
15
Ranged Defense
10
Fatigue
150
Resolve
110
Initiative
115
Action Points
9
Fatigue Recovery
25
Experience
500
Adrenaline Adrenaline
All Weapon Masteries All WPN Masteries
Devastating Strikes Devastating Strikes
Crippling Strikes Crippling Strikes
Executioner Executioner
Killing Frenzy Killing Frenzy
Berserk Berserk
Anticipation Anticipation
Underdog Underdog
Battle Forged Battle Forged
Resilient Resilient
Pathfinder Pathfinder
Recover Recover
Brawny Brawny
Barbarian Fury Barbarian Fury
Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Devastatingstrikes
Devastating Strikes Devastating Strikes is a +20% dmg multiplier
Barbarian fury
Barbarian Fury 3 5 Barbarian Fury allows two adjacent units to swap their place similar to the Rotation Rotation perk. Cannot swap place with Unholds.
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

  • Is essentially a buffed Barbarian Chosen, making him one of the most dangerous humans alive.
  • Status effect 108 Champions have Perk 27 Fearsome

Tactics

  • Focus and burst down as fast as possible.
  • Use disabling abilities such as stuns, nets and Disarm.
  • Daze is also great.
  • Overwhelm is very potent but might be hard to pull off until he's tired due to Adrenaline.
  • If possible, keep Nimble brothers away from him if he has a cleaver.
Wildman 07 orientation Barbarian Madman
Hitpoints
160
Melee Skill
80
Melee Defense
10
Ranged Defense
10
Fatigue
200
Initiative
115
Action Points
9
Fatigue Recovery
25
Experience
500
All Weapon Masteries All WPN Masteries
Crippling Strikes Crippling Strikes
Executioner Executioner
Regeneration Ijirok Regeneration
Battle Forged Battle Forged
Resilient Resilient
Recover Recover
Pathfinder Pathfinder
Brawny Brawny
Barbarian Fury Barbarian Fury
Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Status effect 79
Ijirok Regeneration Ijirok Regeneration will heal for 6% of their max Hitpoints at the start of each turn
Settlement effect besieged
Battering Ram Battering Ram gives stun-immunity
Barbarian fury
Barbarian Fury 3 5 Barbarian Fury allows two adjacent units to swap their place similar to the Rotation Rotation perk. Cannot swap place with Unholds.
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

  • Mindless (no resolve checks)

Tactics

  • Resilient Resilient makes using bleeding and poison status effects against him inefficient.
  • Bring weapons that destroy armor (two-handed hammers and two-handed maces are optimal), choose your best high-level brother with most damage and armor.
  • Although he always prioritizes attacking your brother, releasing a Wardog or Warhound will provide you a surround bonus (increases your hit chance) and reduce the enemy's initiative (dog's successful hits and even misses reduce the enemy's fatigue pool). Dogs don't disable the Lone Wolf (Perk).
  • Try to net him before engagement. It will not only provide extra hit chance (for you and the dog), but he may also choose to break free instead of attacking, thus reducing the number of his attacks. (a Reinforced Throwing Net is harder to break free from)
  • Overwhelm with weapons that can be used multiple times per round to reduce the enemy's hit chance or daze him to reduce the incoming damage. (both can be used with certain setups)
  • Iron Will Potion prevents receiving injuries.
  • Cat Potion can help control the attack order (e.g. to attack first at the start of the fight and keep the desired turn order afterwards), also synergizing with Overwhelm and/or Dazed (Status Effect) before the enemy's hit.
  • Being in good mood may induce the Confident bonus at the beginning of the fight. Happy Powder may help with that.
Wildman 05 orientation Barbarian Drummer
Hitpoints
90
Melee Skill
65
Melee Defense
15
Ranged Defense
5
Fatigue
150
Resolve
80
Initiative
90
Action Points
9
Fatigue Recovery
15
Experience
250
All Weapon Masteries All WPN Masteries
Anticipation Anticipation
Underdog Underdog
Resilient Resilient
Recover Recover
Drums of War Drums of War
Pathfinder Pathfinder
Brawny Brawny
Barbarian Fury Barbarian Fury
Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Active 163
Drums of War 6 15 Drums of War will reduce the Fatigue of his mates by 10
Barbarian fury
Barbarian Fury 3 5 Barbarian Fury allows two adjacent units to swap their place similar to the Rotation Rotation perk. Cannot swap place with Unholds.
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

  • Has Perk 01 Dodge after day 30
  • Reduces the tempo at which other barbarians tire, enabling them to get more uses of fatiguing weapon skills and Adrenaline

Tactics

  • Snipe or break through to them, they are only slightly more capable than thralls in melee
  • Can be ignored if encountered in shorter fights against mostly thrall barbarian groups
Wildman 04 orientation Barbarian Beastmaster
Hitpoints
70
Melee Skill
65
Melee Defense
10
Ranged Defense
10
Fatigue
120
Resolve
90
Initiative
110
Action Points
9
Fatigue Recovery
15
Experience
250
Anticipation Anticipation
Resilient Resilient
Recover Recover
Pathfinder Pathfinder
Brawny Brawny
Crack the Whip Crack the Whip
Barbarian Fury Barbarian Fury
Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Active 162
Crack the Whip 4 10 Crack the Whip is used to keep their Armored Unholds and Armored Frost Unholds under control
Barbarian fury
Barbarian Fury 3 5 Barbarian Fury allows two adjacent units to swap their place similar to the Rotation Rotation perk. Cannot swap place with Unholds.
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

  • Has Perk 01 Dodge after day 30
  • Keeps the armored unholds in check, and is capable of doing it from a decent distance

Tactics

  • Crack the Whip Crack the Whip cant be used when engaged in melee


City State Forces[]

Gilders are the denizens of the southern city states. Like the Northen Noble houses, their combat style is somewhat reminiscent of the legions of the Ancient Empire. Gilder forces can be encountered through contracts during the Holy War, or by angering one of the city states and engaging them straight on the world map.

Conscripts make up the bulk of the military force of the city states. They have received some military drill and are most often dressed in a distinct southern armor made of several layers of linen, called a Linothorax, that is relatively cheap to produce. If they don’t have access to helmets, they choose to wrap cloth around their heads to protect against the sun. The color and patterns of these head wraps are often linked to a particular region of the south, and one familiar would know what place a southern conscript calls home by his headwear alone. Just before battle lines clash, Conscripts employ a unique weapon of the city states. It’s one reason why they are a military power to be reckoned with, and you’ll learn about next week in detail!

Life is cheap in the south, as the saying goes, and nothing makes this harsh reality sink in better than how the city states treat their slaves. In battle, they’re usually send first against the enemy to tire out their lines before the real battle begins. They’re poorly armed, many just carrying tools used as improvised weapons, and rely on swarming, flanking and overwhelming the enemy. They have poor morale and flee easily, but killing or breaking them does not affect the morale of any city state troops that aren’t slaves themselves. In fact, the city state troops have no qualms about friendly fire when it comes to slaves, and they may seize the opportunity that slaves provide by locking down the enemy and fire their ranged weapons into the thick of battle.

Slave orientation Indebted
Hitpoints
55
Melee Skill
45
Melee Defense
5
Ranged Defense
5
Fatigue
100
Resolve
40
Initiative
90
Action Points
9
Fatigue Recovery
15
Experience
50
Backstabber Backstabber Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

  • Non-Indebted entities don't get resolve checks when an Indebted starts fleeing or dies
  • Tend to come in overwhelming numbers

Tactics

  • All enemies they can come mixed in with have backstabber, so kill quickly
  • Whilst their non indebted allies do not receive morale checks when indebted die, your men can still gain confident morale from killing them

Citizens of the great city states enjoy privileges that neither slaves nor outsiders do. For example, they have the opportunity to conduct business with the legal certainty of a codified law and can even hire legal council. In turn, they also have certain obligations to their state. Having to pay taxes is one such obligation, but another one for every adult male citizen is either mandatory military service or paying a hefty sum into the state’s coffers to be exempt. The council of Viziers may decide to conscript the citizens for the defense of the city state or for otherwise protecting and furthering the interests of the state. In practise, this can mean anything between border skirmishes with other states, doomed punitive expeditions deep into the deserts to hunt down raiders, and crushing slave rebellions.

Conscripts make up the bulk of the military force of the city states. They have received some military drill and are most often dressed in a distinct southern armor made of several layers of linen, called a Linothorax, that is relatively cheap to produce. If they don’t have access to helmets, they choose to wrap cloth around their heads to protect against the sun. The color and patterns of these head wraps are often linked to a particular region of the south, and one familiar would know what place a southern conscript calls home by his headwear alone. Just before battle lines clash, Conscripts employ a unique weapon of the city states. It’s one reason why they are a military power to be reckoned with, and you’ll learn about next week in detail!

Conscript orientation Conscript
Hitpoints
55
Melee Skill
70
Melee Defense
10
Ranged Defense
5
Fatigue
120
Resolve
70
Initiative
110
Action Points
9
Fatigue Recovery
15
Experience
250
All Weapon Masteries All WPN Masteries
Backstabber Backstabber
Fast Adaptation Fast Adaptation
Rotation Rotation
Quick Hands Quick Hands
Brawny Brawny
Recover Recover
Nimble Nimble
Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

  • Massed Nimble makes them more durable than the statline would let one believe
  • Backstabber with fast adaptation and mostly spawning with weapons that have bonuses to hitchance means they'll land hits often.
  • Often come supported by other types of Gilder troops, and if they are fielded in large enough numbers a certain percentage of them will be polearm conscripts.

Tactics

  • Frontline conscripts act as meat shields for the rest of their army.
  • They may have nimble, but their hitpoints still very low. Bring weapons that do well against flesh to make short work of them.
  • Double gripped three headed flails can kill them very quickly if they come with bad headgear
  • Adarga shields are very fragile and the conscripts lack shield expert, making them very easy to destroy with the appropriate skills.
Conscript orientation Conscript With Polearm
Hitpoints
55
Melee Skill
70
Melee Defense
10
Ranged Defense
5
Fatigue
120
Resolve
70
Initiative
110
Action Points
9
Fatigue Recovery
15
Experience
250
All Weapon Masteries All WPN Masteries
Backstabber Backstabber
Fast Adaptation Fast Adaptation
Rotation Rotation
Quick Hands Quick Hands
Brawny Brawny
Recover Recover
Nimble Nimble
Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

  • Will always have sufficient numbers of frontline conscripts to keep the enemy occupied while they wreak havoc.
  • Nimble means they are harder to bring down than Billmen in most situations.

Tactics

  • Whilst frontline conscripts cannot do much damage, the massed AoE swordlances of the backline can cause things to get out of hand very quickly, especially if combined with gunners
  • Get to them through whatever means necessary.
  • Daze pots will be very effective here.
Gunner orientation Gunner
Hitpoints
70
Melee Skill
65
Ranged Skill
75
Melee Defense
5
Ranged Defense
10
Fatigue
120
Resolve
70
Initiative
120
Action Points
9
Fatigue Recovery
15
Experience
250
Sword Mastery Sword Mastery
Crossbow Mastery Crossbow Mastery
Mace Mastery Mace Mastery
Overwhelm Overwhelm
Fearsome Fearsome
Anticipation Anticipation
Recover Recover
Rotation Rotation
Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

  • Always come supported by Conscripts.
  • Overwhelm and Fearsome work very well with Handgonnes. The former will debuff a large amount of targets each round whilst the latter can be triggered on an entire enemy group at once, causing further debuffs and possibly a full on rout.
  • Gunners don't pay much heed to friendly fire, beware of that if you are fighting with them.

Tactics

  • Snipe with ranged brothers or otherwise target them with abilities that can reach behind the front line, lacking nimble makes them more fragile than the Conscripts that surround them. This is made easier due to the low range of their weapons.
  • Bring kites for the brothers using shields.
  • Be mindful of your positioning and of theirs.
  • Use Rally the Troops to counteract Fearsome.
  • Fighting at night in case you have no archers, crossbows or guns of your own is also an option, as is using a Night Owl elixir to negate their firepower whilst maintaining yours.
Orientation engineer Engineer
Hitpoints
70
Melee Skill
60
Melee Defense
0
Ranged Defense
5
Fatigue
120
Resolve
70
Initiative
100
Action Points
9
Fatigue Recovery
15
Experience
150
Rotation Rotation Recover Recover Hand-to-Hand Attack Hand-to-Hand Attack
Load Mortar Load Mortar

Equipment

Skills

Icon Name AP Fatigue Description
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)
Active 212
Load Mortar 7 10 Load Mortar enables allied Mortars right next to the Engineer to use their Fire Mortar skill, can't be used when engaged in melee

Strengths

  • ?

Tactics

  • ?
Mortar orientation Mortar
Initiative
50
Action Points
6
Fire Mortar Fire Mortar

Skills

Icon Name AP Fatigue Description
Active 211
Fire Mortar 6 0 Fire Mortar marks an area of 7 tiles for impact and 1 turn later does 20-40Damage with 70% Armor Damage and 20% Direct Damage in that area, anyone hit becomes Status effect 119 Shellshocked, never misses, causes a morale check and can fire every 2 turns if reloaded by an Engineer (has a range of 3-999 tiles)

Strengths

  • Cannot be attacked or damaged
  • Mindless (no resolve checks)
  • Has no fatigue at all
  • Immune knockback, grab, stun, root, poison, bleeding and injuries
  • Unaffected by Night Nighttime debuffs

Tactics

  • ?

Officers of the city states are mostly made up of the wealthy who would have enough funds to buy themselves free of conscription, but seek a career commanding troops in the military by their own volition. A victorious commander will accrue influence and gravitas, and some Officers may consider the army but a stepping stone in a fledgling political career.

Considerably better armed than Conscripts, Officers carry finely crafted mail and lamellar armor with intricate southern ornaments into battle. Naturally, all armors can also be bought, looted and worn by your own men in the game!

Officer orientation Officer
Hitpoints
110
Melee Skill
85
Melee Defense
25
Ranged Defense
15
Fatigue
130
Resolve
80
Initiative
110
Action Points
9
Fatigue Recovery
20
Experience
350
All Weapon Masteries All WPN Masteries
Fast Adaptation Fast Adaptation
Executioner Executioner
Crippling Strikes Crippling Strikes
Battle Forged Battle Forged
Brawny Brawny
Shield Expert Shield Expert
Captain Captain
Recover Recover
Rotation Rotation
Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Perk 26
Captain Captain is an aura that increases the Resolve of other allies by +15% (range of 5 tiles)
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

Tactics

  • What they can do and how you will handle them will vary greatly depending on what they are equipped with and what sort of group they are leading
  • Very lucrative to puncture if they come with their heavier armors
Gladiator orientation Gladiator
Hitpoints
110
Melee Skill
75
Ranged Skill
65
Melee Defense
20
Ranged Defense
10
Fatigue
135
Resolve
90
Initiative
125
Action Points
9
Fatigue Recovery
20
Experience
350
Fast Adaptation Fast Adaptation
All Weapon Masteries All WPN Masteries
Quick Hands Quick Hands
Overwhelm Overwhelm
Footwork Footwork
Underdog Underdog
Recover Recover
Brawny Brawny
Nimble Nimble
Dodge Dodge
Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

  • Status effect 108 Champions have Nine Lives Nine Lives
  • Well armed, very dangerous if wielding a two handed weapon
  • Will use Footwork to avoid getting surrounded and to get to your wounded brothers

Tactics

  • Use Adrenaline to act before them
  • Preferably bring weapons that cause debuffs and are good against flesh
  • Do not play fair -- use nets, poison, etc to gain an advantage

Members of a secretive ritualistic cult, Assassins deal in death and provide murder as a service. They have no political ambition beyond the continued survival of their cult and that of their warped philosophy, and so act only in service to other parties, like individual city states. They’re not encountered roaming on the world map, but exclusively as part of contracts and events.

In battle, Assassins wear traditional black robes over finely crafted mail. Many also choose to exchange their own face for that of their master and founder of their cult, the old man on the mountain, by wearing metal face masks. Assassins have a nimble combat style and employ a variety of alchemical contraptions like Flash Pots and Smoke Pots to daze their opponents and move freely between them, only to then use a Qatal Dagger for greater impact on their debilitated victims.

Assassin orientation Assassin
Hitpoints
80
Melee Skill
80
Melee Defense
20
Ranged Defense
20
Fatigue
125
Resolve
85
Initiative
130
Action Points
9
Fatigue Recovery
20
Experience
350
Executioner Executioner
Dodge Dodge
Underdog Underdog
Footwork Footwork
Pathfinder Pathfinder
Sword Mastery Sword Mastery
Overwhelm Overwhelm
Quick Hands Quick Hands
Backstabber Backstabber
Relentless Relentless
Duelist Duelist
Adrenaline Adrenaline
Nimble Nimble
Dagger Mastery Dagger Mastery
Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

Tactics

  • Will wait until the lines are closed before making their move, most likely going around the flanks
  • Can use Footwork to ignore zone of control
  • High initiative, Relentless and light armor means they can stack lots of Overwhelm and has higher mdef than the statline would indicate due to Dodge.
  • Nets are essential
  • Lacks resilient, so you may be able to get great value out of poison
  • Since they don't have Steel Brow, a three headed flail could be devestating if they come with the head wrap and not the face mask
  • If you don't care about their armor, cleavers are probably the best choice here
  • However, due to how fatigue efficent both the robes and face mask are for nimble brothers, you probably do. This makes battling assassins much harder since they will have to be kept occupied by Taunting brothers through the entire fight.
  • Will use Adrenaline if he's up against a target who is faster in the turn order, so don't bother trying to stack overwhelm on him unless he's already tired out


Noble House Forces[]

Professional soldiers working on the payroll of one of the three Northern noble houses. Their patrols are a common sight and they protect supply caravans and the more well fortified towns and castles. Can be encountered through the Noble War, Holy War or by just being hostile to one of the houses through one of several ways.

Footman veteran orientation Footman
Hitpoints
70
Melee Skill
70
Melee Defense
10
Ranged Defense
5
Fatigue
120
Resolve
60
Initiative
110
Action Points
9
Fatigue Recovery
15
Experience
250
Fast Adaptation Fast Adaptation
All Weapon Masteries All WPN Masteries
Shield Expert Shield Expert
Battle Forged Battle Forged
Rotation Rotation
Recover Recover
Brawny Brawny
Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

  • They protect other high damage dealers
  • Very resilient and good at keeping your front line occupied

Tactics

  • Break their armor with hammers or use flails to hit them over their shields
  • They are not great damage dealers and will often spam 'shieldwall' and get exhausted
  • They are somewhat susceptible to resolve checks provided there is no alive Standard Bearer to rally them

Billman orientation

Billman orientation Billman
Hitpoints
70
Melee Skill
70
Melee Defense
10
Ranged Defense
5
Fatigue
120
Resolve
60
Initiative
80
Action Points
9
Fatigue Recovery
15
Experience
250
Fast Adaptation Fast Adaptation
Backstabber Backstabber
All Weapon Masteries All WPN Masteries
Reach Advantage Reach Advantage
Battle Forged Battle Forged
Rotation Rotation
Recover Recover
Brawny Brawny
Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

  • Stays in formation and deals high damage from the back row.
  • Polehammers and billhooks are capable of destroying most mid tier armor in a single attack, rendering their targets vulnerable to attacks from the rest of the formation or killing them outright
  • Backstabber means they will have an considerably easier time hitting enemies surrounded by a footmen shield wall.
  • Readily uses repel to protect their vulnerable units and hook to draw enemies into being surrounded, if they have the appropriate weapon.

Tactics

  • Since they have no shields and have mediocre armor at best, they are very vulnerable to all attacks that can reach them
  • Focus on those with billhooks and polehammers over those with pikes.
  • Attempt to shoot them with your archers and crossbowmen if the enemy group has no arbelasters of their own that will demand your attention.
  • Attempt to disrupt or break through the footmen in front of them, after the billmen fall the encounter becomes far less dangerous.
  • Attempt to flank them after the engagement has started so there are no footmen to guard them there.
  • The Split skill of two handed swords and Bardiches can be used to great effect.

Arbalester orientation

Arbalester orientation Arbalester
Hitpoints
60
Melee Skill
55
Ranged Skill
60
Melee Defense
5
Ranged Defense
5
Fatigue
100
Resolve
60
Initiative
110
Action Points
9
Fatigue Recovery
15
Experience
250
Bullseye Bullseye
Crossbow Mastery Crossbow Mastery
Rotation Rotation
Recover Recover
Brawny Brawny
Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

  • Really powerful and dangerous, if they hit they can 2 shot a brother if you encounter them during the War of the Noble Houses and it's your first crisis

Tactics

  • Tend to mainly stay at the wings of the formation
  • Archers with bow mastery can try to shoot them without having to move
  • Focus on the ones armed with heavy crossbows since they are both the most accurate and are capable of doing the most damage to you
  • Can be distracted for a few turns with wardogs

Standard bearer orientation2

Standard bearer orientation2 Standard Bearer
Hitpoints
80
Melee Skill
65
Melee Defense
10
Ranged Defense
10
Fatigue
130
Resolve
80
Initiative
105
Action Points
9
Fatigue Recovery
20
Experience
250
Rally the Troops Rally the Troops
Steel Brow Steel Brow
Rotation Rotation
Recover Recover
Brawny Brawny
Inspiring Presence Inspiring Presence
Captain Captain
Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Perk 26
Captain Captain is an aura that increases the Resolve of other allies by +15% (range of 5 tiles)
Perk 28
Inspiring Presence Inspiring Presence sets the morale of all allies to confident at the start of the battle
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

  • ?

Tactics

  • Since they have no shields, they are very vulnerable to all attacks that can reach them
  • Usually stays in safe position within the formation
  • Will always attempt to rally if there are any allies below steady morale, instead of attacking
  • Lower encumbrance and higher initiative sometimes causes him to charge first and therefore is a good target for your first shots

Knight orientation

Knight orientation Knight
Hitpoints
135
Melee Skill
90
Melee Defense
20
Ranged Defense
10
Fatigue
140
Resolve
90
Initiative
115
Action Points
9
Fatigue Recovery
20
Experience
450
All Weapon Masteries All WPN Masteries
Crippling Strikes Crippling Strikes
Executioner Executioner
Shield Expert Shield Expert
Fast Adaptation Fast Adaptation
Berserk Berserk
Battle Forged Battle Forged
Rotation Rotation
Recover Recover
Brawny Brawny
Captain Captain
Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Perk 26
Captain Captain is an aura that increases the Resolve of other allies by +15% (range of 5 tiles)
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

Tactics

  • Will almost always do shieldwall
  • Surround him and break his shield, use maces to stunlock him then finish him off
  • Use goblin poison to debilitate them and poisoned oil to help you kill them faster
  • Surround him and use dagger "puncture" skill to save his armor
  • If surrounding him doesn't cause his morale to break, have a durable brother with Perk 38Taunt keep him occupied during puncturing
  • Use nets to make hitting him easier

Sergeant orientation

Sergeant orientation Sergeant
Hitpoints
100
Melee Skill
80
Melee Defense
25
Ranged Defense
15
Fatigue
130
Resolve
80
Initiative
110
Action Points
9
Fatigue Recovery
20
Experience
350
Fast Adaptation Fast Adaptation
Duelist Duelist
All Weapon Masteries All WPN Masteries
Relentless Relentless
Underdog Underdog
Nimble Nimble
Resilient Resilient
Steel Brow Steel Brow
Rotation Rotation
Recover Recover
Brawny Brawny
Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

Tactics

  • Throw nets and use flails to hit them in the head
  • Use maces to stun them

Greatsword orientation

Greatsword orientation Zweihander
Hitpoints
90
Melee Skill
75
Melee Defense
20
Ranged Defense
10
Fatigue
130
Resolve
70
Initiative
115
Action Points
9
Fatigue Recovery
20
Experience
350
All Weapon Masteries All WPN Masteries
Crippling Strikes Crippling Strikes
Overwhelm Overwhelm
Perk 26 Relentless
Fast Adaptation Fast Adaptation
Berserk Berserk
Reach Advantage Reach Advantage
Anticipation Anticipation
Steel Brow Steel Brow
Battle Forged Battle Forged
Lone Wolf Lone Wolf
Rotation Rotation
Recover Recover
Brawny Brawny
Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

Tactics

  • Throw nets and use mace to stun, then surround and attack; otherwise, multiple stacks of Reach Advantage Reach Advantage will make it harder to hit him in melee.
  • Ranged weapons can be devastating, especially injury-inflicting crossbows.
  • Try not to engage a lone Zweihander on the flank as he will have Lone Wolf Lone Wolf bonuses.


Militia Forces[]

Conscripted to defend their homes, militiamen can be fought during some contracts or by being hostile to their settlement.

Militia orientation

Militia orientation Militia
Hitpoints
50
Melee Skill
50
Melee Defense
0
Ranged Defense
0
Fatigue
100
Resolve
40
Initiative
90
Action Points
9
Fatigue Recovery
15
Experience
100
Recover Recover Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

  • Has a low tier weapon
  • Has light body armor (5-50)
  • Has light headgear (20-45) or no helmet at all (50% chance)
  • Rarely has a shield (25% chance)

Skills

Icon Name AP Fatigue Description
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

  • Usually fight in larger groups

Tactics

  • Their equipment and stats are abysmal, militiamen only pose a threat if fought early and in groups where they have support of veterans and marksmen
  • Easy to kill with a flail without a helmet
  • Tend to instantly charge the enemy
  • Very easy to snipe due to the lack of ranged defense and low chance of having shields

Militia veteran orientation

Militia veteran orientation Militia Veteran
Hitpoints
60
Melee Skill
55
Melee Defense
5
Ranged Defense
0
Fatigue
110
Resolve
50
Initiative
100
Action Points
9
Fatigue Recovery
15
Experience
150
Shield Expert Shield Expert Recover Recover Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

Tactics

  • Easy to kill with a flail without a helmet
  • Tend to instantly charge the enemy
  • Low resolve means they aren't hard to rout, especially if there is no Militia Captain present

Militia captain orientation

Militia captain orientation Militia Captain
Hitpoints
70
Melee Skill
60
Melee Defense
10
Ranged Defense
0
Fatigue
120
Resolve
70
Initiative
100
Action Points
9
Fatigue Recovery
20
Experience
200
All Weapon Masteries All WPN Masteries
Shield Expert Shield Expert
Rally the Troops Rally the Troops
Captain Captain
Recover Recover
Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Perk 26
Captain Captain is an aura that increases the Resolve of other allies by +15% (range of 5 tiles)
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

  • Comes leading a substantial group of militiamen
  • Will use rally when their troops start to waver
  • Will spam shieldwall and advance slowly

Tactics

  • Focus on bringing down the other members of their group first
  • If he comes with a weak helmet, flails will make short work of him.
  • Surround and dagger down if they come with the nasal helmet

Militia ranged orientation

Militia ranged orientation Militia Marksman
Hitpoints
50
Melee Skill
40
Ranged Skill
50
Melee Defense
0
Ranged Defense
0
Fatigue
100
Resolve
40
Initiative
100
Action Points
9
Fatigue Recovery
15
Experience
100
Bullseye Bullseye Recover Recover Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

  • Usually fight together with other militia
  • Can cause damage through massed use of aim shot if fought early enough despite their low weapon skills

Tactics

  • Outgun them with your archers
  • Fight at night if you have no good ranged options of your own
  • Use dogs to distract them


Trading Caravans[]

DonkeyCart2

Caravans face many threats on the road, including your mercenaries if you chose to be a raider.

Donkey orientation

Donkey orientation Donkey
Hitpoints
180
Melee Defense
−30
Ranged Defense
−10
Experience
50
-

Loot

Chance
100% To Get 1 Item per Kill
100% Strange Meat Strange Meat

Strengths

  • Mindless (no resolve checks)
  • Immune to knockback, grabbing, stun, root, bleeding, injuries and poison

Tactics

  • Enemies are more likely to attack donkeys over your brothers if given the choice
  • Donkey corpse can be eaten by Nachzehrers
  • Protect them if you are defending a caravan during a mission, otherwise you will not get the full payment

Caravan hand orientation

Caravan hand orientation Caravan Hand
Hitpoints
60
Melee Skill
50
Melee Defense
0
Ranged Defense
0
Fatigue
120
Resolve
40
Initiative
100
Action Points
9
Fatigue Recovery
15
Experience
125
Recover Recover Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

  • Has a low tier or mid tier weapon
  • Has light body armor (20-50)
  • Has light headgear (30-40) or no helmet at all (67% chance)
  • Rarely has a shield (33% chance)

Skills

Icon Name AP Fatigue Description
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

  • None, they act as distractions

Tactics

  • Tend to instantly charge the enemy or leave the formation and stand next to the caravan donkey
  • Easy to kill with a flail without a helmet
  • Easy to kill via ranged attacks due to having no ranged defense
  • Kill those with scramasaexes and maces first

Caravan guard orientation

Caravan guard orientation Caravan Guard
Hitpoints
70
Melee Skill
70
Ranged Skill
40
Melee Defense
10
Ranged Defense
10
Fatigue
130
Resolve
60
Initiative
110
Action Points
9
Fatigue Recovery
15
Experience
200
All Weapon Masteries All WPN Masteries
Shield Expert Shield Expert
Recover Recover Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

  • Shield expert, decent fatigue and light armor means that they will be in shield wall very often, and will be hard to hit whilst they are using it.
  • Mid tier weapons that can be a threat to a early game company that decides to opt for hunting down caravans.

Tactics

  • Tend to instantly charge the enemy or leave the formation and stand next to the caravan donkey
  • Focus on those that come armed with boar spears, arming swords and falchions over those that have shortswords or handaxes.
  • Surround them to have an easier time scoring hits.
  • Easy to kill with a flail without a helmet. Note that whilst flails do bypass shields, they do not bypass shield wall.
  • Kill all caravan hands before engaging them to force resolve checks.


Peasants[]

Peasant orientation

Peasant orientation Peasant
Hitpoints
50
Melee Skill
40
Melee Defense
0
Ranged Defense
0
Fatigue
100
Resolve
35
Initiative
90
Action Points
9
Fatigue Recovery
15
Experience
50
Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

  • None

Tactics

  • Crush them, it is impossible to lose a fight against them (as long as you are not totally undergeared, injured and/or outnumbered)

Peasant orientation

Peasant orientation Armed Peasant
Hitpoints
50
Melee Skill
40
Melee Defense
0
Ranged Defense
0
Fatigue
100
Resolve
35
Initiative
90
Action Points
9
Fatigue Recovery
15
Experience
50
Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

  • None

Tactics

  • Crush them, it is impossible to lose a fight against them (as long as you are not totally undergeared, injured and/or outnumbered)


Mercenary Companies[]

Event 07

Similar to the player company there are other mercenary companies that take Contracts for the living in Darklands.

They consist of highly skilled Mercenaries that are well armed and armored. Some companies spawn together with Hedge Knights, Swordmasters, Master Archers or Wardogs.

They are highly dangerous, and confrontation should be avoided, unless your company is up for a challenging fight with great loot. Also notice, that you will have a negative opinion penalty with a town or house, which hired a mercenary company if you decide to attack one, except when they attack you during a Deliver Item contract. Anyway if you attack one mercenary company, other mercenary companies will not pay attention on it - you will not have negative opinion with them.

Various mercenary companies can be found roaming around on the Global map and are also actively looking for and accepting Contracts from settlements. You are not the only mercenaries out there!

Mercenary orientation

Mercenary orientation Lower Mercenary
Hitpoints
75
Melee Skill
65
Ranged Skill
55
Melee Defense
10
Ranged Defense
10
Fatigue
125
Resolve
55
Initiative
115
Action Points
9
Fatigue Recovery
15
Experience
250
All Weapon Masteries All WPN Masteries
Quick Hands Quick Hands
Anticipation Anticipation
Battle Forged Battle Forged
Rotation Rotation
Recover Recover
Brawny Brawny
Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

  • ?

Tactics

  • Easy to kill with a flail without a helmet
  • Focus on the high-damage, low defence mercenaries to reduce their threat
  • Play defensively, as they are all highly skilled
Mercenary orientation Mercenary
Hitpoints
90
Melee Skill
75
Ranged Skill
65
Melee Defense
20
Ranged Defense
10
Fatigue
135
Resolve
70
Initiative
125
Action Points
9
Fatigue Recovery
20
Experience
350
Backstabber Backstabber
All Weapon Masteries All WPN Masteries
Quick Hands Quick Hands
Fast Adaptation Fast Adaptation
Overwhelm Overwhelm
Anticipation Anticipation
Battle Forged Battle Forged
Rotation Rotation
Recover Recover
Brawny Brawny
Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

  • High variety of good weapons and armor means that they can be very dangerous as well as very hard to kill

Tactics

  • Easy to kill with a flail without a helmet
  • Focus on the high-damage, low defence mercenaries to reduce their threat
  • Leave those with best armor for last if you can, then surround and use the "puncture" skill from daggers to guarantee their gear dropping
  • Play defensively, as they are all highly skilled
Mercenary orientation Mercenary Marksman
Hitpoints
65
Melee Skill
65
Ranged Skill
75
Melee Defense
10
Ranged Defense
15
Fatigue
135
Resolve
70
Initiative
125
Action Points
9
Fatigue Recovery
20
Experience
300
Bullseye Bullseye
Crippling Strikes Crippling Strikes
Crossbow Mastery Crossbow Mastery
Executioner Executioner
Fast Adaptation Fast Adaptation
Bow Mastery Bow Mastery
Quick Hands Quick Hands
Dagger Mastery Dagger Mastery
Overwhelm Overwhelm
Nimble Nimble
Rotation Rotation
Footwork Footwork
Recover Recover
Brawny Brawny
Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

  • Nimble Nimble means that it is rather hard to kill them quickly with ranged weapons
  • High accuracy means that they will seldom miss

Tactics

  • Prioritize killing those armed with war bows over other mercenary marksmen, since they are most lethal if they come armed with one
  • Play defensively, as they are all highly skilled
  • Try to take them out with your ranged brothers
  • Frequently left exposed when their melee counterparts charge, leaving them vulnerable to ranged fire
  • Flank their battle line and engage them in melee, if possible
  • Those armed with daggers may be considered one of the most dangerous opponents


Sellswords[]

These elite units will sometimes fight together with Brigands and Mercenary Companies, especially in the late game. They can also be encountered in the Arena.

Hedge knight orientation

Hedge knight orientation Hedge Knight
Hitpoints
150
Melee Skill
85
Melee Defense
25
Ranged Defense
15
Fatigue
160
Resolve
90
Initiative
105
Action Points
9
Fatigue Recovery
25
Experience
450
All Weapon Masteries All WPN Masteries
Devastating Strikes Devastating Strikes
Crippling Strikes Crippling Strikes
Executioner Executioner
Fast Adaptation Fast Adaptation
Fearsome Fearsome
Berserk Berserk
Killing Frenzy Killing Frenzy
Reach Advantage Reach Advantage
Battle Forged Battle Forged
Resilient Resilient
Recover Recover
Brawny Brawny
Battle Flow Battle Flow
Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Devastatingstrikes
Devastating Strikes Devastating Strikes is a +20% dmg multiplier
Status effect 13
Battle Flow Battle Flow lowers accumulated Fatigue by 15% on kill
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

Tactics

  • Good target for nets and disarm, especially if they have entered a Perk 36 Killing Frenzy
  • Perk 04 Resilient makes using poisons and bleeding against them inefficient
  • 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 against their heavy armor
  • Surround him and puncture him to death to save his armor, beware of puncturing a Hedge Knight that comes with a two-handed weapon, it could backfire terribly unless their morale is broken or you have a very durable brother with Perk 38Taunt to keep them occupied, even so, Fast Adaptation Fast Adaptation means that they are bound to hit you sooner or later
Swordmaster orientation Swordmaster
Hitpoints
70
Melee Skill
100
Melee Defense
80
Ranged Defense
15
Fatigue
115
Resolve
90
Initiative
115
Action Points
9
Fatigue Recovery
20
Experience
450
Sword Mastery Sword Mastery
Duelist Duelist
Crippling Strikes Crippling Strikes
Executioner Executioner
Fast Adaptation Fast Adaptation
Berserk Berserk
Anticipation Anticipation
Dodge Dodge
Underdog Underdog
Nimble Nimble
Steel Brow Steel Brow
Footwork Footwork
Recover Recover
Battle Flow Battle Flow
Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Status effect 13
Battle Flow Battle Flow lowers accumulated Fatigue by 15% on kill
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

Tactics

  • Durable due to having Perk 29 Nimble, and is capable of doing a lot of damage due to having Perk 41 Duelist and Passive 07 Double Grip
  • Crippling strikes and executioner go particularly well with sword duelists, so his strikes will quickly become empowered if he lands an injury
  • Good target for nets
  • 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)]
  • Use Goblin Poison to debilitate them and Poisoned Oil to help you kill them faster
  • Cleavers work great provided you can land hits, as do three headed flails once armor is stripped
  • Engage with brother with best defense and use shieldwall, be aware that he will be able to use Footwork Footwork to ignore zones of control and strike at your more vulnerable brothers
  • Do not melee him when riposte is active
  • Close distance Ranged combat with Night Owl Elixir at Night Nighttime will give additional upperhand vs rooted Swordmaster, despite his high Dodge Dodge and Anticipation Anticipation

Mercenary orientation

Mercenary orientation Master Archer
Hitpoints
80
Melee Skill
65
Ranged Skill
85
Melee Defense
15
Ranged Defense
25
Fatigue
135
Resolve
70
Initiative
140
Action Points
9
Fatigue Recovery
20
Experience
450
Bullseye Bullseye
Crippling Strikes Crippling Strikes
Executioner Executioner
Bow Mastery Bow Mastery
Fast Adaptation Fast Adaptation
Head Hunter Head Hunter
Quick Hands Quick Hands
Anticipation Anticipation
Nimble Nimble
Steel Brow Steel Brow
Pathfinder Pathfinder
Rotation Rotation
Footwork Footwork
Recover Recover
Battle Flow Battle Flow
Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Status effect 13
Battle Flow Battle Flow lowers accumulated Fatigue by 15% on kill
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

Tactics

  • Use dogs to distract them
  • Try to engage in melee as fast as possible
  • Try to shoot them with your archers


Event Spawned Humans[]

Bandit raider orientation

Bandit raider orientation Disguised Bandit
Hitpoints
75
Melee Skill
65
Ranged Skill
55
Melee Defense
10
Ranged Defense
10
Fatigue
125
Resolve
55
Initiative
115
Action Points
9
Fatigue Recovery
20
Experience
250
All Weapon Masteries All WPN Masteries
Bullseye Bullseye
Executioner Executioner
Rotation Rotation
Recover Recover
Brawny Brawny
Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

  • Has another +5 Melee Skill and +5 Ranged Skill after day 40

Tactics

  • You can only encounter them while doing a Roaming Beasts contract
  • They will look like direwolves on the world map, but still leave human footprints behind
  • Easy to kill with a flail without a helmet

Bandit raider orientation

Bandit raider orientation Bounty Hunter
Hitpoints
80
Melee Skill
75
Ranged Skill
60
Melee Defense
15
Ranged Defense
8
Fatigue
125
Resolve
65
Initiative
120
Action Points
9
Fatigue Recovery
20
Experience
300
All Weapon Masteries All WPN Masteries
Bullseye Bullseye
Quick Hands Quick Hands
Overwhelm Overwhelm
Nimble Nimble
Dodge Dodge
Rotation Rotation
Footwork Footwork
Recover Recover
Brawny Brawny
Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

Tactics

  • You can only encounter them during a Drive Away Bandits contract
  • Easy to kill with a flail without a helmet
  • Use nets to reduce their defenses
  • Make use of the surround mechanic to increase hit-chance
Bandit raider orientation Bounty Hunter Marksman
Hitpoints
60
Melee Skill
50
Ranged Skill
70
Melee Defense
10
Ranged Defense
10
Fatigue
115
Resolve
65
Initiative
125
Action Points
9
Fatigue Recovery
20
Experience
250
Bullseye Bullseye
Bow Mastery Bow Mastery
Crossbow Mastery Crossbow Mastery
Quick Hands Quick Hands
Rotation Rotation
Footwork Footwork
Recover Recover
Brawny Brawny
Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

  • ?

Tactics

  • You can only encounter them during a Drive Away Bandits contract
  • Use dogs to distract them
  • Try to engage in melee as fast as possible
  • Try to shoot them with your archers

Militia ranged orientation

Militia ranged orientation Firstborn
Hitpoints
50
Melee Skill
40
Melee Defense
0
Ranged Defense
0
Fatigue
100
Resolve
40
Initiative
100
Action Points
9
Fatigue Recovery
15
Experience
150
Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

  • Has 1000 bonus Resolve against mental attack resolve checks (very unlikely to be mindcontrolled)

Tactics

  • You can only encounter them during a Hunting Hexen contract where you have to protect this unit from attackers
  • Enemies are very strongly attracted to this unit
  • Keep him in the back, far away from any potentially Charm Charmed brothers

Cultist orientation

Cultist orientation Cultist
Hitpoints
60
Melee Skill
60
Melee Defense
10
Ranged Defense
10
Fatigue
110
Resolve
80
Initiative
110
Action Points
9
Fatigue Recovery
15
Experience
150
Fast Adaptation Fast Adaptation
Backstabber Backstabber
Crippling Strikes Crippling Strikes
Executioner Executioner
Dagger Mastery Dagger Mastery
Overwhelm Overwhelm
Berserk Berserk
Nimble Nimble
Dodge Dodge
Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

  • Rare, but encountered in large numbers
  • Nimble makes them harder to take down that the statline would imply
  • Overwhelm has great synergy with dagger mastery

Tactics

Oathbringer orientation

Oathbringer orientation Oathbringer
Hitpoints
125
Melee Skill
80
Melee Defense
20
Ranged Defense
5
Fatigue
145
Resolve
130
Initiative
135
Action Points
9
Fatigue Recovery
25
Experience
375
All Weapon Masteries All WPN Masteries
Brawny Brawny
Relentless Relentless
Pathfinder Pathfinder
Fast Adaptation Fast Adaptation
Shield Expert Shield Expert
Battle Forged Battle Forged
Lone Wolf Lone Wolf
Steel Brow Steel Brow
Resilient Resilient
Reach AdvantageReach Advantage
Recover Recover
Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

  • If uses one-handed weapon but doesn't carry a shield, has Perk 41 Duelist

Tactics

  • You can only encounter Oathbringer during Oathtakers Confrontation event in Oathtakers scenario where you will fight two of them
  • Will almost always do shieldwall if carries a shield
  • Because of Lone Wolf Lone Wolf perk, it is better to not let the two Oathbringers get too far from each other
  • Use nets to make hitting them easier
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