And now the true test hold fast, or expire?. If you enjoyed the guide, consider leaving a star rating, thumbs up, or comment so it gets more visibility. It can even be a good idea to bring Orc Metal Shields or Sipar Shields to these fights even though they are worse than Heaters, just for the extra durability. That represents a total load-out of three to four weapons, shields or accessories times twelve or sixteen (Peasant Militia origin). If you like using a perk that I say is weak then by all means continue using it, and you dont have to use perks that I say are strong. Nimble is much more vulnerable to this problem here than Forge. With all of those points in mind, people usually pass on 9L in favor of defensive perks that are more consistently helpful, and/or to use escape perks such as Rotation/Footwork. + Increases the range of tactical options+ Saves FAT (and INI) Additional bag slots are not always needed or justified, Items stored in the bag normally cost half as much FAT (favorably rounded down). So there are plenty of reasons why Backstabber is a good pick on Polearm units, just understand that they dont get extra surround bonuses. Being able to attack enemies 4 tiles away cannot be done by any other melee weapon except Fencers, not counting Whips. Giants Giants Giants Become unstoppable.. They are not a package deal. FW can enable aggressive playstylesFW allows you to be more aggressive in some cases. If anybody manages to breach then you can enjoy your added defense until your next turn. as quickly as possible then Student will help you get there faster, but it will make you weaker in the short term. A tank doing this can jump into or near the Ambushers, forcing them to waste time moving around instead of shooting. + Improves injury rates and consistency+ Better against harder to kill enemies+ Helps set up Executioner strikes Injuries are inconsistent in their usefulness Killing enemies is preferable to leaving them alive and injured Not very useful on higher end weapons against weak/average enemies and some enemies are immune, Injury MechanicsInjuries are inflicted by dealing a % threshold of HP damage to a target. Legendary locations feature long battlesThe legendary locations are long fights that will test your endurance. Blading Deserts added three new grenades (Fire Pot, Flash Pot, Smoke Pot). The damage potential here is lower than the old Indom 2Handers. Alternatively, you can take Gifted for a +4 and then use the other Gifted gains to allow you to skip rolls elsewhere later on to take more +4s in RES. The extra shield damage can help against Schrats, and Conscripts lack Shield Expert meaning a most 1H Axes with spec and one shot their shields, but otherwise shield breaking is not usually worth your AP/FAT. The problem is colossus is irrelevant in such a good equipment and so is forged. +5 skill isnt very good compared to other stat perks while +10 is good (comparable to Gifted) and +15 is great. Rotation can allow you to better maneuver around tricky or tight terrain. In that regard, the damage formula works against Steel Brow and Head Hunter, because critical hits are weaker than you might expect assuming there is a helmet to help absorb the blow. The ideal would be a perfect Noble Mail and Steppe Helmet: 250/200 armor for a mere 16 FAT. Do you need more RDF when you arent the one getting shot?In terms of raw stat value, Anticipation has the potential to offer a huge amount of levels worth of stats. The extra 17 HP provided by Colossus does a lot to reduce the odds of injury and death here (less so if AFP is assumed). With high defense, each stack gained is more valuable. If an enemy dies in X hits without Executioner and dies in X hits with Executioner then it didnt actually help you. For sake of simplicity we are going to say that our Chosen rolled 80(middle) on his HP damage roll and 90(max) on his armor damage roll. Thus, shielded Hammers can consistently proc Fearsome on armored targets. Wanting to spam skills like Adrenaline and Indom are the biggest reasons why you might want to be using Recover. You need to move a lot in the Library, and Pathfinder will save a ton of FAT over the fight. Anti-Orc/Barbarians: Your shield wont last long without Shield ExpertOrcs and Barbarians have dangerous axes and 2Handers. It isnt worth pointing out every instance of this, just assume minor edits throughout. If you're looking for your saved builds, swap back to plain http. Sunken Library: Phylactery busterThe Library encourages spreading a few team members out to go bust the Phylacteries. Executioner helps you kill them faster which is very welcome. You can clear the crises just fine with average guys using FA. The use cases are going to point out specific weapons that particularly appreciate not losing their movement. + Better against high damage enemies+ Useful for sacrificial decoys Does nothing for you if you arent dying Doesnt solve the problem if you are dying; high possibility you die anyway, When it procs, saves your life with 5-10 HP returned Can be procd by DoT effects like Bleeding/Miasma When it procs, will clear any existing Bleeding/Poison stacks When it procs, grants +15 MDF/RDF/RES/INI until bros next action. At night she slips out into the woods and secretly teaches herself to become the cleverest, most nimble knight in the land. While the effect on Round Shields is fairly weak (compare to Dodge or Gifted), an early Heater Shield buy with Shield Expert and some other defensive perks can make just about any bro respectably durable. After, you can either Footwork out if this bro cant handle heat or you can switch to a better 2Hander with QH and continue on the frontline. Perk rebalancing: Some winners and losersSee the above list for the perk changes. The extra damage on headshot does not save it here. However, given the low Ignore% and low armor damage Shamshir is actually only similar Mace/Hammer at injury deliver while costing more FAT to Gash. Hitting the head with the stack will remove it and bring you back to normal chances Missing will consume the stack Stack persists through use of QH The headshot modifier is the very last thing to apply in the damage formula. When pushing into enemy lines it is very nice not to have to worry about giving the enemy extra accuracy. LW builds are perk starvedLW appreciates many perks.. too many. Otherwise, feel free to use the table of contents on the sidebar to jump to perks of interest. Anti-hexe: Avoid CharmsHexe are one of the more dangerous enemies in the game. Generally, Duelists just feel more flexible with 4AP attacks instead of 6AP attacks. Ignoring the shield value does not count Shieldwall bonuses. The higher durability of these units means that they are harder to kill quickly, which means injuries have more time/likelihood to provide value. Duelists: Damage perk stackingHigh AID Duelists like Mace can make use of HH. For example, on turn 1 you Adrenaline and go first. This means every frontliner can be engaged by four enemies. LW can be a good addition to this build. Now it can serve as a damage perk that should be considered with and against the likes of Executioner and Frenzy. You can perhaps get away with a lower base if you dont mind using Lionheart Potions for harder encounters. Even so, the perk remains as a powerful tool for the amount of flexibility it offers. Forge: Brow helps against high Ignore% attackers, but isnt doing much otherwiseFor the most part, Brow is poor on Forge units except against specific enemies. Armor attachments Additional Fur Padding preferredArguably, the best armor attachment for Forge is Additional Fur Padding (AFP). AFP addresses heavy armor weakness to AID while providing valuable injury resistance Bone Platings (BP) is a worthwhile but unreliable option and Nimble characters want this attachment Light Padding Replacement (LPR) can be considered if FAT is an issue, but it doesnt directly impact durability Attachments granting +40 durability offer the best value against weak to medium attacks, but do little against dangerous AID. If your morale gets dropped then you take a RES penalty as well which will make you more vulnerable to further Horrify spam. Nimble does support Initiative builds, but by no means relies on them. Disarm no longer has a -15% accuracy penalty. Famed shields that roll with higher defense values also get better yields from the passive defense bonus of the perk. Misconception All backliners should take FootworkNo. Against relatively tanky enemies like Chosen/Conscripts, having CS can help setup injuries, but isnt strictly necessary. Since Nimble reduces incoming HP damage, increasing it with perks like Colossus and Gifted will improve a characters staying power. Many of your early game team is likely destined for Nimble so Dodge will still be useable later. You cant always just stand around and let the enemies walk into you. Anti-GeistGeist screams will generate 4 morale checks against all of your brothers in 3 range. Berserk is better in many of the hardest fights in the game. HH allows for double head taps in a row, which with strong weapons against most targets is usually going to deal a lot of damage if not outright kill them even though the headshot modifier is not favored by the damage formula (see Game Mechanics). One, you can use it to help protect valuable brothers you want to make sure stay alive to a high level. Ive heard people say things like any unit who needs Gifted should be fired which doesnt make any sense. People generally consider Frenzy to be better than Executioner since it is more universal (and also 5% more buff), but there are scenarios where a bro might want Executioner and not take either Berserk/Frenzy, perhaps because he has FAT problems. The Qatal and 2H Mace can combo well together doing this. This can fully avoid Charm for example. Nimble: Gifted is better than usualNimble loves having a high hp count. Chosen (updated 8/13/20)Huge + Brute CalculationsNimble Tests with Gifted/Steelbrow (updated 8/15/20)Nimble Tests With Medium Armor (updated 8/15/20)Nimble Tests with Famed Armor (and More) (slightly outdated)Unhold Fur Cloak vs. Goblins (updated 8/13/20)Guide Release Steam Thread, RedditIncreasing returns from Melee DefenseGuide Release Reddit Thread, Google DocsMorale Check MechanicsEnemy DataBackground Stat Ranges, Projects by OthersBuild Planner by UnislashPerk Calculator by EveryCrime, Battle Brothers Review A Tactical RPG Gem. CS is a niche perk that suffers from a number of problems. Chosen mace has 60% Ignore armor and 115% Armor modifier. For example, Savants hate being surrounded, so if the only way to engage your Taunt user is to get surrounded then Taunt will be ignored. Some builds and weapons hardly accumulate Fatigue at all, allowing you to maintain high Dodge value easily. Keep in mind that the injury resistance also delays extra damage taken due to enemies with executioner. As an example, going off of the above scenario: Despite the softcap, raising defense is still yielding huge returns, and it continues to get stronger the higher you go. Acid should never even hit you because you shouldnt be fighting Lindwurms in melee. GrenadesAcid, Holy Water, and the new bombs in Blazing Deserts. That would bring our Mind gain to 3.25 levels. to you reader, for your interest in a guide that took a very long time to write to the Steam community for the fruitful discussions and knowledge shared in this guide to the code diggers and wiki editors for their invaluable contribution to the devs, for making this amazing game that we love. However, Unless naked, you can expect that it will increase durability by more than 2x. 1Handers are more expensive than 2Handers for their two swings, and defensive skills are expensive. Just keep in mind that Chosen have Crippling Strikes so even if you do survive you are going to get injured. Is it both nimble and battleforged or one or the other? Polearms (and other 2-tile reach weapons)The 5AP cost of Polearms allows them to be combined with other 4AP cost attacks to make the full use of your 9AP. NetsNets work well here because they lower INI, and Overwhelm makes it harder to break out of the Net. Doing this does prevent the Bannerman from moving that turn however. Each monologue entry includes the character's name, the first line of the speech, whether it is verse or prose, and shows the act, scene & line number. Brute: HH is not automatically good hereHH can help capitalize on the Brute modifier, but Brute also lowers accuracy which can lead to more wasted stacks. Some builds can function with as little as 30 or 40 FAT pool, others really enjoy having 80+. Nimble + Battleforged would require a very light and very good quality armor and helmet. Chosen are among the harder enemies to injure early. Famed shields are entirely at risk of being shattered (and they cannot be repaired if they are unless you have the Blacksmith in your Retinue). Shield bros: Berserk is not a priorityWhile you can technically use Berserk with shields, it isnt really the role of your shield guy to be getting kills, so he probably has batter perks he can be taking instead. Anti-IjirokIjirok gets completely owned by Overwhelm. Backline Warscythe likely doesnt need the defense. In most cases Backstabber is going to be worth +5. Dodge for example is probably a 10/10 on some builds and a 1/10 on others, so how do we give it a singular rating quantitatively? Kraken is a different story because not only is the fight long but you will repeatedly be forced to try and free yourself from grabs (15 FAT) and its in a swamp. Thats not to say you cant use Adrenaline with Nimble, just that it is slightly better on Forge to help counter the low Initiative inherent with heavy armor. +5 MSK isnt overly impressive compared to other perks, but +10 or better is goodBackstabbers biggest competition is going to be FA and Gifted where of the three, Backstabber offers the most accuracy. Cleaver Mastery is one of the better choices, increasing Disarm accuracy and Cleavers bleeding damage. Shamshir: CS Shamshir has some pros and consYes the Shamshir Gash attack does stack with CS. Earthdawn - 1st Edition- Legends of Earthdawn - Volume One - Free download as PDF File (.pdf), Text File (.txt) or read online for free. Mind also multiplies the Banner, so it is fairly safe to say that Mind is usually worth 3 extra RES than your out-of-fight stat card will show (from a +12 Banner). HH is mitigated by BrowAnother problem with HH is Steel Brow, and a decent chunk of enemies have it. Relentless can help you achieve this goal without having to resort to Adrenaline. Instead of hoping for value on missed shots you should instead be going for shots that are likely to hit in the first place. To unlock the second perk row, you need to spend one perk point. Crossbows/Throwing are great against Chosen both for dealing injuries and killing Chosen faster, and you want to kill them as fast as possible. Anti-displacementTaunt blocks Warrior pushing and Unhold throwing. Although Brawny also technically grants Initiative as well, it is hard to say how useful this is. Fearsome is great. Characters can not regain more than their maximum Action Points and no more than 4 for a single attack. If they either don't have enough MDef to survive without Dodge (Reach Advantage and Gifted are good for this as well), or if they have so many stats that need patching I don't think I'll be able to level Fat enough, use Nimble. Landing a kill with a first 4 AP attack means you can Recover after Berserk which is an efficient use of AP/Fatigue. By the time you are gaining veteran levels you should have already built a party that can clear most or all of the game. + Effect is strong, similar to having more Defense+ Supports other teammates as well+ Better against harder to kill enemies You must out speed your opponent to apply it Discourages usage of the wait command, which is awkward If the enemy dies before attacking then Overwhelm did nothing, You must out-speed your opponent to apply Overwhelm Still applies stacks even if you miss Lowers skill by 10% per stack, which is ~6-8 skill for most enemies There is no stack cap, meaning 100% SKL loss is possible (5% minimum hit still applies) Can only apply one stack per attack action per enemy As per above, the 3H-Flail will only apply one stack per swing, not three AoE attacks can apply Overwhelm to multiple targets If a ranged attack misses and scatters to another target then both the original target and the scatter target will gain a stack Will reduce a units ability to break out of Nets as Net breaking is based on MSK. Description. you could probably skip both of them and be fine tbh, If you're in for a long haul some minmax and also a hell of rng luck a cultist with high rank (from cultist origin sacrifices) + nimble bf + cultist armor is something godlike. You will find yourself against multiple enemies all the time and Underdog will be consistently useful. Pathfinder on normal flat terrain drops the cost of movement from 4 to 2. Generally speaking, people like to put FW onto their range units. Shooting targets in the front can still lead to scatter shots, but they are less likely since you will be less likely to miss in the first place. If you position your team poorly and end up with a very vulnerable bro, say a guy surrounded by 4 Orcs, then Rotation can save the guy in danger but it doesnt solve the Orc problem. The monologues are organized by play, then categorized by comedy, history and tragedy. There is nothing about Duelist that favors it going for Nimble vs. Although this treads over Rotations niche to some degree, having some Rotations on the team is still a good idea. A 80 HP BF guy isn't going to perform much better than an 80 HP nimble guy. Conscripts are notably tanky, and if you can land early injuries then Executioner will be great. Try and get high defense and then use Reach to further complement it. Using the Wait command will incur a 25% Initiative penalty for determining turn order next turn. The point is that low HP Forge is very vulnerable in Chosen fights, which leaves you with a few options: use Indomitable, raise your HP, or minimize contact. All trademarks are property of their respective owners in the US and other countries. To be clear, you do not need to be able to Overwhelm every enemy for the perk to be good, but you do need some stat investment (which is an opportunity cost) if you want to be able to use it against more foes. Gifted often gets compared against other stat perks in the game, lets see how it compares. This guide will of course be subjected to my own biases, but I will still point out good ways to use perks that I dont personally like. Legendary locations: Special battles like Monolith, Goblin City, etc. You want to keep your talented prospects alive and Rotation can help, whether it is on the talent itself or on lesser bros. MartyrsI dont like designated martyrs personally, but if you are into that and the guy survives for awhile then he may find some use in Rotation to save other guys who are more important. It comes with a hefty FAT cost and -15 Accuracy so you do need a bro with high FAT and Skill to make this work reliably. Recover fuels other strong skillsRecover is a well-respected perk in the community, dare I even say overrated. Student is unique in that it technically doesnt cost a perk slot in the long run. Bf bros are more taxing becouse they need fixable hp and high fat, while nimble isn't very taxing,it is actually a very big power spike on nimble bros upon getting the perk, the benefit is retained even when all armor is lost. Because Overwhelm affects enemies, it gets around the 50 MDF softcap, making it enormously strong on high defense brothers. This technically occurs by rounding the FAT cost down Ex. Myself and other players have beaten every fight in the game without using Indom. This also works on flat forest/snow/desert/mud allowing you to move for 3 Fatigue and swing for 12. So if you have 80 accumulated FAT, you only lose 40 INI instead of 80. Does not reduce the INI cost of equipping armor/weapons. Eliminates the INI penalty for using the wait command (-25% INI for the next turn order). This doesnt reflect on your current Initiative, meaning that Dodge is not affected. Buying and finding very heavy armor takes time which is why Forge, unlike Nimble, does not perform well in the early to mid game with mostly 200 durability armors. In this way, Gifted is actually very strong on a bro with 40+ MDF already. The perks compliment each other very well. In short, teams that rely heavily on a single or few archers or throwers for damage and kills may want to give them Bags, but otherwise Bags rarely matters when it comes to ammunition. A Hall of Heroes that displays service flags and every American flag that's ever flown in battle. And perfect gear is hard to get. Reason 2 is that getting 300/300+ armor takes a long time, especially for many bros, and Nimble will outperform low Forge easily, especially Raider tier Forge. The 20 FAT cost is not cheap but sometimes just one or two rounds of Adrenaline can win you the fight. Even efficient stuff like Barbute + Heraldic Mail (from the Noble ambition) with Light Padding Replacement is not worth going NimbleForge. Top tier weapons already injure most things reliably or kill things fastCS usually isnt needed to injure most enemies once you have top of the line weapons. Underdog is good to help counteract their plans so that your grabbed bros have a better chance of surviving. This is especially troublesome for your Goblin Trophy user as he is immune to Vines/Nets but not the Flies, so if you wanted him to go hunt the Shamans he is going to want Resilient or else get ruined by Flies. Anyone who gives you the answer "high HP is nimble, high fatigue is BF" doesn't understand the game. As of Blazing Deserts, Relentless also negates the waiting penalty, which is great so that you can wait if needed without tanking your INI next turn. Early game: Executioner is the only early game direct damage boostI usually recommend taking defensive or accuracy perks early on, but if you want more damage then Executioner is the only damage perk early in the tree (disregarding that accuracy perks are indirectly damage perks). As I go through the various masteries Im not going to be talking much about Fatigue. Mastery allows you to shoot every turn, assuming you dont have to move. No, but he can work, and instead of the accuracy perks you could instead pickup defensive or utility perks if your bro/team needs those more than the direct killing power of Berserk/Frenzy. Duelists/2H Cleaver/Bows/Throwing are the most likely to benefit as they really want enough FAT to attack twice per turn and they have the damage output to more reliably activate Berserk. For that reason and because quivers do not cost any FAT, Bags brings nothing to pure archers. If the [brothers] must be soldiers, they will be good soldiers.. Bullseye/Anticipation do not impact these mechanics. Mansplitters are also entirely capable of 2 shotting most bros so Indom can be handy to have in the event that you allow a Berserker or Warlord an opportunity to attack you. Compare that to Colossus which is already providing 3.75 levels of hp at only 60 HP, Gifted gives 3 level ups but gives SKL/DEF which are better, and Brawny gives 4.5 level ups to a non-famed 300/300 armor set. Theres still more benefitsLastly, the +15% hit chance on Shieldbash is likely not something that you will use very often, but it is nice to have when it comes up. The softcap only slows this down by a little. Clarified how obstructed hit chance is rolled for in Bullseye mechanics and how it relates to the combat log. Cleavers enjoy FAT support to make Decapitate more accessible. Both perks proc on a kill giving them the same condition for value. This caps at 100 RES. Even 80+ skill bros can find situations where FA can be helpful. In 1827 as Nimble was sailing to Smyrna from London pirates plundered her of part of her cargo, stores, and men's clothes. I encourage you to check the Game Mechanics section as I reference it a number of times throughout the guide. You cant go wrong. DiscussionMastery is very good for Crossbows, increasing Ignore% from 50% to 70% (Heavy Crossbows) which is extremely helpful for Crossbows doing what they want to do, which is dishing out injuries at will, and killing things through their armor. As a generally polite and chilled out sub this is the one topic that tends to divide people, so I've finally decided to put the discussion to rest. Most two-handers or good Duelist options already injure most enemies, or will kill them in a few hits regardless. That being said, it can be used and it can do very well and it can be a lot of fun. If needed, additional stacks can also be carried and dropped by allies. Finally, your back line is unlikely going to take any significant damage in a fight. Duelists are another of your primary damage dealers and really enjoy Berserk. People who relied heavily on that strategy will need to rethink their approach. Normal: Death in 7.06 hits. If they've got the Fat to wear whatever 200/200+ armor I've got, BF. However, grabbing a crucial tile in-between the lines or running up a hill to secure space for your team can be important. Destroy Armor is usually bad on Duelist Hammer because it fixes the hp damage dealt to 10. With CS as well you can also injure Chosen and Warriors reliably. Early game: FA performs betterFA is better in the early game due to the nature of all of your bros being weak and accuracy being highly desired. Attachment for Forge is Additional Fur Padding preferredArguably, the best armor attachment for Forge is Additional Fur Padding AFP... Than an 80 HP BF guy is n't going to point out specific weapons that appreciate. 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