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Battle Brothers How To Change Map Settings

Attributes are a type of gameplay mechanic associated with the level up organization in Battle Brothers. Attributes are character stats that affect combat performance. These stats are displayed in the lower left area of the character screen. The numerical values include modifiers from Backgrounds, Traits, and Equipment.

What i-3 stars next to an attribute mean, is explained on the Talents page.

(Click on the image to read) Mercenaries' Talents explanation

Caput Armor Melee Skill
Trunk Armor Ranged Skill
Hitpoints Melee Defence force
Activity Points Ranged Defense
Fatigue Harm
Morale Effectiveness vs. Armor
Resolve Chance to hit head
Initiative Vision

Caput Armor [ ]

For calculation and further info see: Armor Impairment

Head Armor is determined by a character'southward helmet and is reduced by hits to the head.

Depending on the incoming weapon skill's damage and armor ignoring values, some impairment can become directly to the Health.png hitpoints even with the best head gear equipped. With no or destroyed helmet any striking to the head will cause directly damage to Health.png HP.

The head of a character is harder to hitting than the body, but is more vulnerable to harm. Hits on the caput are called critical hits and inflict 50% more Health.pngHP damage. One-handed Axes' Chop skill deals additional 50% Health.png HP damage on top of that. These bonus damages are negated by Perk 09.png Steel Brow perk; enemies possessing this perk also negate the Trait icon 01.png Brute trait bonus impairment of player's mercenaries.

Head armor weighs less than body armor for the same amount of immovability, simply Armor Attachments cannot be applied. Heavy head armor incurs substantial Vision.png Vision penalization, which may handicap the use of some weapons and items, especially during the Night.png Nighttime.

Torso Armor [ ]

For calculation and further info come across: Armor Damage

Trunk Armor value is adamant past a graphic symbol's torso armor and is reduced by enemy hits to the torso.

Depending on the incoming set on'due south armor ignoring properties and damage value, some damage can get thru the all-time trunk armor straight to the hitpoints. With no or destroyed body armor whatever striking to the body will cause direct damage to HP.

Some of the crafted Armor Attachments reduce the incoming harm of sure types: melee, ranged, armor ignoring damage. Some torso armor Attachments give other benefits: permanent acid protection or blocking impairment of the first hit once a boxing (unless it'southward a 100% straight hit to HP).

Heavily armored mercenaries tin do good from Perk 03.png Battle Forged perk, which grants xxx% armor impairment reduction at 300/300 head/trunk armor setup (alas it has diminishing returns, when the electric current armor value decreases).

Heavy armor also comes at the expense of a high penalization to Fatigue and Initiative. This penalisation tin can exist decreased with Perk 40.png Brawny perk, which likewise applies its effects to the head armor. There is a specific Armor Zipper that applies similar effect for the body armor as well.

Hitpoints [ ]

For calculation and further info meet: HP Damage

Hitpoints (HP) represent the health of a grapheme. If this attribute falls to 0, the character is killed or "struck downward". Characters with the Trait icon 43.png Survivor trait have 90% chance of being struck down instead of getting killed (boxing log will evidence "struck downwardly"), unless they endure a fatality or already have all the permanent injuries. Characters without the Trait icon 43.png Survivor trait have less chances to survive after losing all hitpoints. Being struck down e'er incurs a permanent injury that tin merely be removed with the Water skin.png Water Peel, which is a legendary item of single quantity.

Hitpoints can be lost due to several furnishings that inflict Harm over Time (DoT). These are: poison (by Webknecht/Poison Oil), drain (inflicted by cleavers and whips, acquired by some wounds), Miasma spell. Poisonous substance and drain effects can be healed past items and mitigated by Perk 04.png Resilient perk (DoT duration is reduced to a minimum of i turn). Sure amount of Hitpoints is lost when a character is devoured past a grown Nachzehrer, attacked by Alps' Nightmare, or touched past Geists.

Ways to preserve HP, while wearing armor, are nearly commonly split between picking either Perk 03.png Boxing Forged or Perk 29.png Nimble perks. Heavily armored brothers tin can receive a lot of hits before they start losing hitpoints, but are very susceptible to high armor ignoring harm (AID), e.k. from crossbow bolts and barbarian 2-handed weapons, particularly combined with Perk 57.png Crippling Strikes. Thus, Upgrade 03.png Boosted Fur Padding helps weaken this high Assist and keep your men alive. Upgrade 06.png Bone Platings completely absorbs trunk armor damage from the first hit once a battle, and so it helps too. Merely the most vulnerable spot is the caput, which cannot exist protected with armor attachments and takes additional harm, that can only exist negated with Perk 09.png Steel Brow.

Lightly armored brothers that go Nimble benefit from light-weight, but efficient armor and helmet. They take but forty% of the damage to the hitpoints, if weight is beneath a sure threshold. Not just they become less Fatigue penalty from the armor and thus more endurance for fight, just also lose less Initiative which synergizes with defensive perk Perk 01.png Dodge. This kind of mercenaries effectively use their HP as the armor, both with its pros and cons. Near notable are: you tin bandy damaged armor, but health restores very slowly; very susceptible to DoT, especially inflicted past cleavers with Mastery; loftier and further HP losses mean more negative morale checks. Not-Steel Forehead brothers suffer much from i-handed axes' attacks to the head too.

Enemies reduced to 0 HP are always killed, unless they possess Perk 07.png Nine Lives perk, which restores trivial health pool and removes any applied poisonous substance and/or bleeding. Wiedergangers can come back to life if not killed past decapitation or fatality, Fallen Heroes self-reanimate even in the headless state. Necromancer can reanimate whatever humans to fight for him (your expressionless mercenaries included). On the other hand, "struck down" Brothers can't be eaten past Nachzehrers or reanimated past Necromancers. At some signal actor will proceeds the Obsidian Dagger that volition permit him to reanimate any humans killed with it to fight along his company's side.

During ane of the possible cease-game crises - Undead Scourge - killed humans reanimate on their ain, and Zombies oftentimes come together with Ancient Expressionless. Be brash that a Necromancer possesses powers to too reanimate killed skeletons.

Sure backgrounds (Background 33.png Hedge Knight, Wildman.png Wildman, Lumberjack.png Lumberjack, Miner.png Miner, Brawler.png Brawler) have higher initial HP pool and tin come with Trait icon 14.png Tough trait. Other backgrounds (Cripple2.png Cripple, Beggar.png Beggar) have the least hitpoints, and are excluded from positive health trait and talent, and may possess negative Trait icon 04.png Fragile trait. Some (Retired soldier.png Retired Soldier, Swordmaster2.png Swordmaster) take generally depression health pool and are excluded from Trait icon 14.png Tough trait, but tin can never be Trait icon 04.png Frail and cannot be excluded from health talent.

Sure injuries reduce HP pool, either temporarily or permanently, depending on the injury. Strong wellness pool reduces chances to receive injuries and helps maintain good morale during combat upon losing hitpoints.

On the earth map lost hitpoints are recovered at a charge per unit of 1HP/hr on march and 2HP/hr while camping or escorting a caravan. The Cook increases hitpoint healing rate by 33%.

Action Points [ ]

Action Points (AP) are used in combat to perform different kinds of actions and movement.

Different units possess a varying number of Action Points. A certain amount of AP is required to perform a specific activity or move. When AP reach 0, the turn for the grapheme ends, and the next unit acts (automobile-end turns feature can exist disabled in the options card). Action Points fully recover every round unless a unit is stunned or afflicted by goblin poison or past a certain injury.

The only ways to work around the limited amount of Action Points are to either conserve or regain them. Most common action, beside attacking, is movement. Difficult terrain and irresolute superlative levels negatively touch AP availability and thus tactics options: Perk 23.png Pathfinder essentially helps mitigate the impact.

As for the combat part of battle, Mastery perks make some tactics available with certain weapons – Polearms and Daggers – by reducing AP toll of their skills. Additional opportunities come with Perk 35.png Berserk perk, which restores 4 AP upon enemy kill (though information technology activates only once per round). When a situation dictates a dissimilar approach, a weapon or an detail can be switched without losing AP with Perk 39.png Quick Hands (it works only in one case per round, auto-terminate turns feature can specifically be disabled for that; limitation - any swap to/from a shield does require a standard amount of AP).

Fatigue [ ]

Fatigue determines how exhausted a character is. Using either skills or movement volition not only use up Action Points, but will also build up Fatigue. A graphic symbol will non able to move or execute whatsoever skills, if also much Fatigue is accumulated. That'south why Fatigue is considered equally i of the most important stats.

Fatigue recovers for a basic corporeality of 15 every round. Information technology can be regained at a faster pace with Trait icon 33.png Iron Lungs, or slower for Trait icon 22.png Asthmatic. Fatigue build-up while moving is reduced for Trait icon 21.png Athletic and Perk 23.png Pathfinder, in combat - by picking up Weapon Masteries. Potion 01.png Second Air current Potion helps recover more Fatigue afterwards use. More than drastic and efficient: Perk 54.png Recover perk.

Being hitting by melee or ranged weapon builds up five Fatigue, x and xx if hit by one- and ii-handed maces respectively. Dodging or blocking melee attacks with a shield builds up 2 Fatigue points. Some enemies' offensive skills build up unlike amount of Fatigue.

Orc weapons and shields non only have higher penalisation to Fatigue, but also build upwards additional 5 Fatigue points for every skill if used by humans.

Some recruits (Wildman.png Wildman, Farmhand.png Farmhand, Lumberjack.png Lumberjack, Background 33.png Hedge Knight) have college initial Fatigue reserves and can possess Fatigue-positive traits ( Trait icon 15.png Potent, Trait icon 33.png Fe Lungs), while others (Swordmaster2.png Swordmaster, Retired soldier.png Retired Soldier, Miner.png Miner) generally start with less Fatigue reserves and are excluded from Fatigue-positive traits.

Most mid- and high-tier enemies restore more than fatigue per turn than role player's mercenaries, and some strong opponents possess passive Battle Catamenia skill that lowers accumulated fatigue upon kill. Besides, Barbarians tend to rely on Perk 01.png Dodge and Perk 26.png Relentless perks and oft have Drummer support unit, which lowers accumulated Fatigue of his teammates. Zombies (except Necromancer) and Ancient Dead practise not accrue Fatigue at all.

Morale [ ]

See full article: Morale

Morale is one of v states and represents the mental condition of combatants and their effectiveness in battle. At the lowest state, fleeing, a character will be outside your control - although they may somewhen rally over again. Morale changes as the battle unfolds, with characters that have high resolve less likely to fall to low morale states. Many of your opponents are affected by morale besides.

Morale is represented by a flag icon next to the character portrait (during battle). When a friend or foe dies, a morale cheque is triggered for the other characters on the battlefield. This morale check can alter a character's state of morale.

All units (excluding well-nigh Zombies and most Ancient Dead) have Morale status, which varies from Confident to Fleeing, with Steady beingness the default state. Certain Traits and Perks of a character tin affect the default morale starting country (e.1000. Dastard). Effects of Morale on diverse stats are shown beneath:

Morale
state
Resolve Melee
Skill
Ranged
Skill
Melee
Defence
Ranged
Defense
Confident 0 +10% +10% +10% +ten%
Steady 0 0 0 0 0
Wavering -10% -ten% -10% -10% -x%
Breaking -20% -20% -twenty% -twenty% -xx%
Fleeing -thirty% -30% -30% -30% -30%
  • All percentages are applied as modifiers to the normal 100% modifier which is, in plough, affected by other conditions such equally Injuries. For example, an uninjured unit with eighty Ranged Skill will take an effective 88 Ranged Skill upon reaching Confident morale status (110% modifier).

Resolve [ ]

For farther info see: Combat Mechanics

Resolve represents the willpower and bravery of characters. High Resolve makes it less probable that characters fall to lower morale states due to negative events and the more than probable that characters proceeds confidence from positive events. Resolve acts as defense against certain mental attacks that inflict panic, fear or heed control. Resolve as well affects the power of a character to rally (leave the Fleeing morale state) and the effectiveness of the Rally the Troops perk. High resolve prevents sleep status applied past alps and lowers their nightmare damage to brothers in sleep state.

Initiative [ ]

For further info see: Gainsay Mechanics

Initiative is a secondary aspect that determines turn gild of characters on the battleground. The college this value, the earlier the position in the turn order. In general, someone in light armor will act before someone in heavy armor, and someone fresh will human action before someone fatigued. The boilerplate Boxing Brother has a value around 100, which is reduced by the current fatigue likewise equally whatsoever penalty to maximum fatigue (such as from heavy armor and weapons, other equipment).

Apart from its main purpose, Initiative has other uses and can do good from some perks. The virtually apparent benefit comes with Dodge perk, which allows to boost both Melee and Ranged Defense by 15% of the electric current Initiative value. Relentless perk serves as a complimentary measure to capitalize on Initiative-Defence boost, as well equally to maintain a certain strategic turn club.

And terminal, but past far not the least Initiative related perk, is Adrenaline. Information technology guarantees early deportment next plough, but turn order among Adrenaline users is still governed by the current Initiative value.

Melee Skill [ ]

For hitting-chance calculation and farther info see: Gainsay Mechanics

Melee Skill determines the base probability of hitting a target with a melee attack, such as with swords and spears. Tin can be increased as the graphic symbol gains experience.

Ranged Skill [ ]

For hit-risk calculation and further info see: Gainsay Mechanics

Ranged Skill determines the base probability of hitting a target with a ranged attack. It defines a striking chance for bows, crossbows, handgonne, firelance and all sort of throwing weapons. Can be increased by allocating attribute points every bit the grapheme gains feel levels, and by picking up Gifted perk for that purpose besides.

Apart from leveling up Ranged Skill stat and some rare events that take marginal touch, there is but one factor that improves it substantially, though temporarily: a Confident Morale country (x% boost). On the contrary, depression Morale state furnishings Ranged Skill in a negative style (until morale state is improved).

Moreover, there are more factors that handicap Ranged Skill: Nighttime, injuries, Swarm of Insects and other Condition Furnishings. Some of them can be mitigated, while others - cannot.

Melee Defense [ ]

For hit-chance adding and farther info see: Combat Mechanics

Melee Defense reduces the probability of existence hit past melee attacks. It tin can be increased as the character gains experience and past equipping a good shield and acquiring Shield Expert perk (+25% of the shield defense force bonus). Use a shieldwall (and fifty-fifty more with boosted shieldwalls adjacency bonus practical). Confident morale condition likewise boosts this attribute. Dodge perk adds up more defense force, dependent on current Initiative value. Reach Advantage perk afterwards hitting opponents with two-handed melee weapon provides heave besides. And, Underdog perk cancels enemies' surround to-striking bonus or Backstabber perk, thus improving the defense. Alone Wolf perk has defence force benefits, though activates only at sure conditions.

Ranged Defense force [ ]

For hit-chance calculation and farther info see: Combat Mechanics

Ranged Defense reduces the probability of being hitting with a ranged attack, such every bit an arrow shot from afar. It tin can be increased as the graphic symbol gains experience and past equipping a practiced shield.

Some recruits' backgrounds and traits tin impact Ranged defense force resulting in negative values. Virtually common examples are Audacious Noble (with Cocky) and Wildman (with Huge).

Substantial heave to Ranged defense is achieved past equipping an appropriate (Kite or Sipar) shield and using Shieldwall skill (which effectively doubles the defence force bonus granted by shield). Moreover, taking Shield Proficient perk raises shield defense values by 25% and also gives this increase for Shieldwall. Maintaining a Shieldwall formation adds flat +5 defense force for every next companion with active skill.

Mercenary'due south Ranged Defense force can exist improved with some perks. Dodge perk can do good lightly armored units: 15% of the electric current Initiative value is added to the electric current defense. As Initiative decreases with a menstruation of the boxing, so does the Dodge do good. Fatigue'due south negative influence on Initiative and, hence on Contrivance defense bonus, can partially be circumvented past Relentless perk, or Recover. At that place is also a defended Ranged defense force perk – Anticipation, which effectiveness adheres to the current Ranged defense value and the distance from shooter.

In that location are many factors that can influence Ranged defence force of units. Nighttime decreases Ranged defence by -xxx% and tin be negated by Night Owl Elixir (by some opponents as well). Being rooted results in -35% (Trapped in Vines) or -45% (Throwing Nets) penalty, while Swarm of Insects decreases defence by -fifty%.

Some character traits and deriving status effects have bear upon too: Drunk (-25%), Hangover (-10%), Addict (-10%) – these can be gained, and also removed/treated. Temporary (Permanent) injuries have debuffs to Ranged defense also. Consuming Foreign Mushrooms not only makes mercenaries striking harder, but also makes them more susceptible to attacks.

Confident morale state grants +10% bonus to cumulative defense value, whereas morale state lower than Steady gives -10%/-xx%/-30% penalty.

And, finally, taking higher position than a shooting enemy lowers enemies' run a risk to hitting, which is as good as higher Ranged defence. Taking cover decreases opponent'south hit gamble even further, though it tin exist somewhat mitigated past Bullseye perk.

Damage [ ]

For adding and further info see: Armor Impairment

Damage attribute denotes the base damage the currently equipped weapon does. Volition be applied in full against hitpoints if no armor is protecting the target. If the target is protected by armor, the damage is applied to armor instead based on the weapon'due south effectiveness against armor. Depending on how much damage is done, some of the impairment might go directly through the worn armor to the hitpoints. The actual impairment washed is modified past the skill used and the target hit.

This parameter can be influenced by a fair variety of factors. Firstly, by Traits. Damage is increased for Huge, Boozer and Brute characters, and decreased for Tiny. Secondly, Double Gripping one-handed weapons results in +25% damage increase, which excellently synergizes with Duelist perk. Ranged weapon users accept their own counterparts - Crossbow Mastery and Throwing Mastery (also benefits from Duelist) perks. On meridian of that, killing an enemy grants some bonus damage (+25%, Killing Frenzy) or hitting an injured opponent deals more damage to the target (+20%, Executioner). And, finally, in that location are Strange Mushrooms, which seriously boost melee impairment during the combat.

On the other manus, in that location are means to reduce incoming Damage. This can be achieved with heavy armor in conjunction with Boxing Forged perk and/or Armor Attachments. As a light armor counterpart, in that location is Nimble. Some situations call for desperate measures, and this is Indomitable. Additional Damage to Hitpoints with Critical hits and also with head hits past one-handed axes can likewise be mitigated, with Steel Brow perk.

Also, some injuries and status effects influence Damage likewise. Some enemies gain additional harm: in combat (with skills) and every bit campaign gets older.

There is a split up category of impairment, and this is Damage over Time (DoT). This type of harm is related primarily to poison and bleed procs, which can be countered by like defensive measures and items. These DoT are modified past some perks and/or traits and mainly mitigated by Resilient perk: it reduces this type of damage (and other status effects) to just 1 plough elapsing. Impairment coming from Fire and Miasma spell can be cancelled by Smoke Pot.

Effectiveness vs. Armor [ ]

For calculation and farther info come across: Armor Damage

Effectiveness vs. Armor denotes the base percentage of damage that will be practical when hitting a target protected by armor. Once the armor is destroyed, the weapon damage applies at 100% to hitpoints. The actual damage done is modified past the skill used and the target hitting.

Effectiveness against Armor as a weapon parameter is governed by the weapon properties, weapon skill and, sometimes, Mastery perk. For example, Hammer Mastery perk in conjunction with hammers' Destroy / Annihilate Armor skills.

Effectiveness against Armor as an armor damage value is influenced past many factors, similarly to overall Damage parameter, though with some distinctions.

Some traits influence overall harm, hence the resulting armor damage is modified past that value. Double Gripping vs armor results in more impairment too. Ranged units have Throwing Mastery for armor damage boosting as well (at 2-3 tile range). Killing Frenzy and Executioner requite bonus both to HP and armor damage. And, at last, a single use particular vitrify from Foreign Mushrooms can help tear some heavy armor off.

On the defensive side, we have some overall impairment mitigating Armor Attachments and Battle Forged. And, of course, Indomitable defence force bonus from incoming overall damage.

Chance to striking head [ ]

For calculation and further info see: To-Hit Hazard

Chance to hit head denotes the base pct gamble to hitting a target'southward head for increased HP damage. Though, this boosted impairment can be completely negated by Steel Brow perk.

The resulting chance to striking head is modified by some factors: weapon used, weapon skill, Creature trait and backgrounds (Killer on the Run, Juggler). Moreover, there is a specialized perk for getting more disquisitional hits - Head Hunter.

Vision [ ]

For vision ranged striking-take chances influence and further info see: Combat Mechanics

Vision, or view range, determines how far a graphic symbol can see to uncover the fog of state of war, notice threats and hit with ranged attacks.

An obvious Vision limiting factor is Night.png Nighttime. Heavier helmets tin can reduce Vision. Certain Traits (Trait icon 27.png Short Sighted, Trait icon 56.png Dark Bullheaded) or Injuries can also impact information technology. Additionally, being afflicted by Poison 01.png Goblin Poison temporary limits view range besides.

Commonly, a hired mercenary has a Vision value of 7. One style to increase the view range, also having positive Vision traits (Trait icon 09.png Eagle Eyes, Trait icon 57.png Night Owl) and Perk 49.png Bow Mastery perk, is to occupy a higher superlative tile. Though, this proceeds is practical only vs lower positioned opponents (or terrain).

Source: https://battlebrothers.fandom.com/wiki/Attributes

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