Attributes are a type of gameplay mechanic associated with the level up system in Battle Brothers战场兄弟. 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.
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Head Armor头部护甲
- For calculation and further info see: Armor Damage
Head Armor头部护甲 is determined by a character's helmet头盔 and is reduced by enemy敌人 hits to the head.
Depending on the incoming weapon skill’s damage and armor ignoring values, some damage can go directly to the
hitpoints even with the best head gear equipped. With no or destroyed helmet any hit to the head will cause direct damage to
HP.
The head of a character is harder to hit than the body, but is more vulnerable to damage. Hits on the head are called critical hits and inflict 50% more
HP damage. One-handed Axes' Chop劈砍 skill deals additional 50%
HP damage on top of that. These bonus damages are negated by
Steel Brow钢铁额骨 perk; enemies possessing this perk also negate the
Brute蛮力 trait bonus damage of player's mercenaries.
Head armor头部护甲 weighs less than body armor身体护甲 for the same amount of durability, but Armor Attachments cannot be applied. Heavy head armor incurs substantial
Vision视野 penalty, which may handicap the use of some weapons and items, especially during the
Nighttime夜间.
Body Armor身体护甲
- For calculation and further info see: Armor Damage
Body Armor身体护甲 value is determined by a character's body armor and is reduced by enemy hits to the body.
Depending on the incoming attack’s armor ignoring properties and damage value, some damage can go thru the best body armor directly to the hitpoints. With no or destroyed body armor any hit to the body will cause direct damage to HP.
Some of the crafted Armor Attachments reduce the incoming damage of certain types: melee, ranged, armor ignoring damage. Some body armor Attachments give other benefits: permanent acid protection or blocking damage of the first hit once a battle (unless it’s a 100% direct hit to HP).
Heavily armored mercenaries can benefit from
Battle Forged久经战阵 perk, which grants 30% armor damage reduction at 300/300 head/body armor setup (alas it has diminishing returns, when the current armor value decreases).
Heavy armor also comes at the expense of a high penalty to Fatigue and Initiative. This penalty can be decreased with
Brawny壮硕 perk, which also applies its effects to the head armor. There is a specific Armor Attachment that applies similar effect for the body armor as well.
Hitpoints生命值
- For calculation and further info see: HP Damage
Hitpoints生命值 (HP) represent the health of a character. If this attribute falls to 0, the character is killed or "struck down". Characters with the
Survivor幸存者 trait have 90% chance of being struck down instead of getting killed (battle log will show "struck down"), unless they suffer a fatality or already have all the permanent injuries. Characters without the
Survivor幸存者 trait have less chances to survive after losing all hitpoints. Being struck down always incurs a permanent injury that can only be removed with the
Water Skin皮水囊, which is a legendary item of single quantity.
Hitpoints can be lost due to several effects that inflict Damage over Time (DoT). These are: poison毒素 (by Webknecht/Poison Oil), bleed (inflicted by cleavers and whips, caused by some wounds), Miasma瘴气 spell. Poison and bleed effects can be healed by items and mitigated by
Resilient顽强 perk (DoT duration is reduced to a minimum of 1 turn). Certain amount of Hitpoints is lost when a character is devoured by a grown Nachzehrer食尸鬼, attacked by Alps梦魇’ Nightmare梦魇, or touched by Geists怨魂.
Ways to preserve HP, while wearing armor, are most commonly split between picking either
Battle Forged久经战阵 or
Nimble轻灵 perks. Heavily armored brothers can receive a lot of hits before they start losing hitpoints, but are very susceptible to high armor ignoring damage (AID), e.g. from crossbow bolts and barbarian蛮族 2-handed weapons, especially combined with
Crippling Strikes致残打击. Thus,
Additional Fur Padding附加毛皮衬垫 helps weaken this high AID and keep your men alive.
Bone Platings completely absorb body armor damage from the first hit once a battle, so it helps too. But the most vulnerable spot is the head, which cannot be protected with armor attachments and takes additional damage that can only be negated with
Steel Brow钢铁额骨.
Lightly armored brothers that go Nimble benefit from light-weight, but efficient armor and helmet. They take only 40% of the damage to their hitpoints, if weight is below a certain threshold. Not only do they get less Fatigue penalty from the armor and thus more endurance for fights, but also lose less Initiative which synergizes with defensive perk
Dodge闪避. These kind of mercenaries effectively use their HP as armor, both with its pros and cons. Most notable are: you can swap damaged armor, but health restores very slowly; very susceptible to DoT, especially inflicted by cleavers with Mastery; high and further HP losses mean more negative morale checks. Non-Steel Brow brothers suffer much from 1-handed axes’ attacks to the head too.
Enemies reduced to 0 HP are always killed, unless they possess
Nine Lives九命 perk, which restores little health pool and removes any applied poison and/or bleeding. Wiedergangers行尸 can come back to life if not killed by decapitation or fatality, Fallen Heroes陨落英雄 self-reanimate even in the headless state. Necromancer亡灵法师 can reanimate any humans to fight for him (your dead mercenaries included). On the other hand, "struck down" Brothers can't be eaten by Nachzehrers食尸鬼 or reanimated by Necromancers亡灵法师. At some point player will gain the Obsidian Dagger黑曜石匕首 that will allow him to reanimate any humans killed with it to fight along his company's side.
During one of the possible end-game crises - Undead Scourge亡灵灾祸 - killed humans reanimate on their own, and Zombies often come together with Ancient Dead. Be advised that a Necromancer亡灵法师 possesses powers to also reanimate killed skeletons.
Certain backgrounds (
Hedge Knight流浪骑士,
Wildman荒野人,
Lumberjack伐木工,
Miner矿工,
Brawler拳斗者) have higher initial HP pool and can come with
Tough强健 trait. Other backgrounds (
Cripple残疾人,
Beggar乞丐) have the least hitpoints, and are excluded from positive health trait and talent, and may possess negative
Fragile脆弱 trait. Some (
Retired Soldier退伍军人,
Swordmaster剑术大师) have generally low health pool and are excluded from
Tough强健 trait, but can never be
Fragile脆弱 and cannot be excluded from health talent.
Certain injuries reduce HP pool, either temporarily or permanently, depending on the injury. Strong health pool reduces chances to receive injuries and helps maintain good morale during combat upon losing hitpoints.
On the world map lost hitpoints are recovered at a rate of 1HP/hour on march and 2HP/hour while camping or escorting a caravan. The Cook厨师 increases hitpoint healing rate by 33%.
Action Points行动点
Action Points行动点 (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 action or move. When AP reach 0, the turn for the character ends, and the next unit acts (auto-end turns自动结束行动 feature can be disabled in the options menu). Action Points fully recover every round unless a unit is stunned or affected by goblin poison or by 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 changing height levels negatively impact AP availability and thus tactics options:
Pathfinder寻路者 substantially 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 cost of their skills. Additional opportunities come with
Berserk狂战 perk, which restores 4 AP upon enemy kill (though it activates only once per round). When a situation dictates a different approach, a weapon or an item can be switched without losing AP with
Quick Hands快手 (it works only once per round, auto-end turns自动结束行动 feature can specifically be disabled for that; limitation - any swap to/from a shield does require a standard amount of AP).
Fatigue疲劳
Fatigue疲劳 determines how exhausted a character is. Using either skills or movement will not only use up Action Points, but will also build up Fatigue. A character will not able to move or execute any skills, if too much Fatigue is accumulated.
Fatigue recovers for a basic amount of 15 every round. It can be regained at a faster pace with
Iron Lungs铁肺, or slower for
Asthmatic哮喘. Fatigue build-up while moving is reduced for
Athletic健步如飞 and
Pathfinder寻路者, in combat - by picking up Weapon Masteries.
Second Wind Potion回气药剂 helps recover more Fatigue after use. More drastic and efficient:
Recover恢复体力 perk.
Being hit by melee or ranged weapon builds up 5 Fatigue, 10 and 20 if hit by one- and two-handed maces respectively. Dodging or blocking melee attacks with a shield builds up 2 Fatigue points. Some enemies’ attacks build up more Fatigue on targets they hit (e.g. Fallen Heroes陨落英雄 deal double fatigue damage, as well as Armored Wiedergangers披甲行尸 after day 20). Dodging or blocking ranged attacks does not incur Fatigue build-up.
Orc weapons and shields have higher penalty to Fatigue on equip than their equivalents and also build up additional 5 Fatigue points for every skill when used by humans.
Some recruits (
Wildman荒野人,
Farmhand农场帮工,
Lumberjack伐木工,
Hedge Knight流浪骑士) have higher initial Fatigue reserves and can possess Fatigue-positive traits (
Strong强壮,
Iron Lungs铁肺), while others (
Swordmaster剑术大师,
Retired Soldier退伍军人,
Miner矿工) generally start with less Fatigue reserves and are excluded from Fatigue-positive traits.
Most mid- and high-tier enemies restore more fatigue per turn than player's mercenaries, and some strong opponents possess passive Battle Flow skill that lowers accumulated fatigue upon kill. Besides, Barbarians蛮族 tend to rely on
Dodge闪避 and
Relentless不懈 perks and often have Drummer support unit, which lowers accumulated Fatigue of his teammates. Zombies (except Necromancer) and Ancient Dead do not accumulate Fatigue at all.
Morale士气
- See full article: Morale士气
Morale has six states and represents the mental condition of combatants and their effectiveness in battle. Unbreakable state is exclusive to Undead亡灵, and can not be changed. Steady is the default state, and non-undead enemies start with it and it can raise and lower as they pass or fail morale checks. Brothers' morale depends on their mood: good mood gives a chance to start with Confident morale, and bad mood lowers the maximum possible level of morale the brother can have. Some traits also affect starting morale or its maximum.
If morale drops to Fleeing, the unit cancels its active Shieldwall盾墙, Spearwall矛墙, Riposte还击架势 and Indomitable不屈, is also instantly moved to the end of turn order. At the start of a round Fleeing units have a penalty of -1000 initiative for turn order only, so they will act last, if not under Adrenaline肾上腺素. Fleeing units try to run away from enemies and can't fight or use skills, and even don't fight if surrounded. Player loses control over fleeing brothers. Fleeing units can rally on their own when not adjacent to enemies, or if targeted by skills like Rally the Troops重振士气 that restore their morale.
Morale states apply multipliers to some attributes as shown below. They count after additive bonuses from skills, perks and equipment, affecting them as well. Some states are indicated by icons.
| Icon | State | |||||
|---|---|---|---|---|---|---|
| Unbreakable永不动摇 | ||||||
| Confident | 1.1 | 1.1 | 1.1 | 1.1 | ||
| Steady | ||||||
| Wavering | 0.9 | 0.9 | 0.9 | 0.9 | 0.9 | |
| Breaking | 0.8 | 0.8 | 0.8 | 0.8 | 0.8 | |
| Fleeing溃逃 | 0.7 | 0.7 | 0.7 | 0.7 | 0.7 |
Resolve意志
- For further info see: Combat Mechanics
Resolve意志 represents the willpower and bravery of characters. High Resolve makes it less likely that characters fall to lower morale states due to negative events and the more likely that characters gain confidence from positive events. Resolve acts as defense against certain mental attacks that inflict panic, fear or mind control. Resolve also affects the ability of a character to rally (leave the Fleeing morale state) and the effectiveness of the Rally the Troops重振士气 perk. High resolve prevents sleep status applied by alps and lowers their nightmare damage to brothers in sleep state.
Initiative先攻
- For further info see: Combat Mechanics
Initiative先攻 is a secondary attribute that determines turn order of characters on the battlefield. The higher 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 act before someone fatigued. The average Battle Brother has a value around 100, which is reduced by the current fatigue as well as any penalty to maximum fatigue (such as from heavy armor and weapons, other equipment).
Apart from its main purpose, Initiative has other uses and can benefit from some perks. The most apparent benefit comes with Dodge闪避 perk, which allows to boost both Melee and Ranged Defense by 15% of the current Initiative value. Relentless不懈 perk serves as a complimentary measure to capitalize on Initiative-Defense boost, as well as to maintain a certain strategic turn order.
And last, but by far not the least Initiative related perk, is Adrenaline肾上腺素. It guarantees early actions next turn, but turn order among Adrenaline users is still governed by the current Initiative value.
Melee Skill近战命中
- For hit-chance calculation and further info see: Combat Mechanics
Melee Skill近战命中 determines the base probability of hitting a target with a melee attack, such as with swords and spears. Can be increased as the character gains experience.
Ranged Skill远程命中
- For hit-chance calculation and further info see: Combat Mechanics
Ranged Skill远程命中 determines the base probability of hitting a target with a ranged attack. It defines a hit chance for bows, crossbows, handgonne, firelance and all sort of throwing weapons. Can be increased by allocating attribute points as the character gains experience levels, and by picking up Gifted天赋异禀 perk for that purpose as well.
Apart from leveling up Ranged Skill stat and some rare events that have marginal impact, there is only one factor that improves it substantially, though temporarily: a Confident Morale state (10% boost). On the contrary, low Morale state effects Ranged Skill in a negative way (until morale state is improved).
Moreover, there are more factors that handicap Ranged Skill: Nighttime夜间, injuries, Swarm of Insects虫群 and other Status Effects. Some of them can be mitigated, while others - cannot.
Melee Defense近战防御
- For hit-chance calculation and further info see: Combat Mechanics
Melee Defense近战防御 reduces the probability of being hit by melee attacks. It can be increased as the character gains experience and by equipping a good shield and acquiring Shield Expert盾牌精通 perk (+25% of the shield defense bonus). Use a shieldwall (and even more with additional shieldwalls adjacency bonus applied). Confident morale status also boosts this attribute. Dodge闪避 perk adds up more defense, dependent on current Initiative value. Reach Advantage长兵优势 perk after hitting opponents with two-handed melee weapon provides boost as well. And, Underdog以少敌多 perk cancels enemies' surround to-hit bonus or Backstabber背刺者 perk, thus improving the defense. Lone Wolf孤狼 perk has defense benefits, though activates only at certain conditions.
Ranged Defense远程防御
- For hit-chance calculation and further info see: Combat Mechanics
Ranged Defense reduces the probability of being hit with a ranged attack, such as an arrow shot from afar. It can be increased as the character gains experience and by equipping a good shield.
Some recruits’ backgrounds and traits can impact Ranged defense resulting in negative values. Most common examples are Adventurous Noble游历贵族 (with Cocky自负) and Wildman荒野人 (with Huge高大).
Substantial boost to Ranged defense is achieved by equipping an appropriate (Kite or Sipar) shield and using Shieldwall skill (which effectively doubles the defense bonus granted by shield). Moreover, taking Shield Expert盾牌精通 perk raises shield defense values by 25% and also gives this increase for Shieldwall. Maintaining a Shieldwall formation adds flat +5 defense for every adjacent companion with active skill.
Mercenary’s Ranged Defense can be improved with some perks. Dodge闪避 perk can benefit lightly armored units: 15% of the current Initiative value is added to the current defense. As Initiative decreases with a flow of the battle, so does the Dodge闪避 benefit. Fatigue’s negative influence on Initiative and, hence on Dodge defense bonus, can partially be circumvented by Relentless不懈 perk, or Recover恢复体力. There is also a dedicated Ranged defense perk – Anticipation预判, which effectiveness adheres to the current Ranged defense value and the distance from shooter.
There are many factors that can influence Ranged defense of units. Nighttime夜间 decreases Ranged defense by -30% and can be negated by Night Owl Elixir夜枭灵药 (by some opponents as well). Being rooted results in -35% (Trapped in Vines藤蔓缠身) or -45% (Throwing Nets) penalty, while Swarm of Insects虫群 decreases defense by -50%.
Some character traits and deriving status effects have impact too: Drunk醉酒 (-25%), Hangover宿醉 (-10%), Addict药瘾 (-10%) – these can be gained, and also removed/treated. Temporary (Permanent) injuries have debuffs to Ranged defense also. Consuming Strange Mushrooms奇异蘑菇 not only makes mercenaries hit 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%/-20%/-30% penalty.
And, finally, taking higher position than a shooting enemy lowers enemies’ chance to hit, which is as good as higher Ranged defense. Taking cover decreases opponent's hit chance even further, though it can be somewhat mitigated by Bullseye鹰眼 perk.
Damage伤害
- For calculation and further info see: Armor Damage
Damage伤害 attribute denotes the base damage the currently equipped weapon does. Will 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's effectiveness against armor. Depending on how much damage is done, some of the damage might go directly through the worn armor to the hitpoints. The actual damage done is modified by 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高大, Drunkard酒鬼 and Brute蛮力 characters, and decreased for Tiny矮小. Secondly, Double Gripping one-handed weapons results in +25% damage increase, which excellently synergizes with Duelist决斗家 perk. Ranged weapon users have their own counterparts - Crossbow Mastery and Throwing Mastery投掷精通 (also benefits from Duelist决斗家) perks. On top of that, killing an enemy grants some bonus damage (+25%, Killing Frenzy杀戮狂热) or hitting an injured opponent deals more damage to the target (+20%, Executioner刽子手). And, finally, there are Strange Mushrooms奇异蘑菇, which seriously boost melee damage during the combat.
On the other hand, there are means to reduce incoming Damage. This can be achieved with heavy armor in conjunction with Battle Forged久经战阵 perk and/or Armor Attachments. As a light armor counterpart, there is Nimble轻灵. Some situations call for drastic measures, and this is Indomitable不屈. Additional Damage to Hitpoints with Critical hits and also with head hits by one-handed axes can also be mitigated, with Steel Brow钢铁额骨 perk.
Besides, some injuries and status effects influence Damage as well. Some enemies gain additional damage: in combat (with skills) and as campaign gets older.
There is a separate category of damage, and this is Damage over Time (DoT). This type of damage is related primarily to poison and bleed procs, which can be countered by similar defensive measures and items. These DoT are modified by some perks and/or traits and mainly mitigated by Resilient顽强 perk: it reduces this type of damage (and other status effects) to just 1 turn duration. Damage coming from Fire and Miasma spell can be cancelled by Smoke Pot烟雾罐.
Effectiveness vs. Armor
- For calculation and further info see: Armor Damage
Effectiveness vs. Armor denotes the base percentage of damage that will be applied 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 by the skill used and the target hit.
Effectiveness against Armor as a weapon parameter is governed by the weapon properties, weapon skill and, sometimes, Mastery perk. For example, Hammer Mastery战锤精通 perk in conjunction with hammers' Destroy / Demolish Armor skills.
Effectiveness against Armor as an armor damage value is influenced by many factors, similarly to overall Damage parameter, though with some distinctions.
Some traits influence overall damage, hence the resulting armor damage is modified by that value. Double Gripping vs armor results in more damage too. Ranged units have Throwing Mastery投掷精通 for armor damage boosting as well (at 2-3 tile range). Killing Frenzy杀戮狂热 and Executioner刽子手 give bonus both to HP and armor damage. And, at last, a single use item buff from Strange Mushrooms奇异蘑菇 can help tear some heavy armor off.
On the defensive side, we have some overall damage mitigating Armor Attachments and Battle Forged久经战阵. And, of course, Indomitable不屈 defense bonus from incoming overall damage.
Chance to hit head命中头部概率
- For calculation and further info see: To-Hit Chance
Chance to hit head命中头部概率 denotes the base percentage chance to hit a target's head for increased HP damage. Though, this additional damage can be completely negated by Steel Brow钢铁额骨 perk.
The resulting chance to hit head is modified by some factors: weapon used, weapon skill, Brute蛮力 trait and backgrounds (Killer on the Run在逃杀人犯, Juggler杂耍艺人). Moreover, there is a specialized perk for getting more critical hits - Head Hunter猎首者.
Vision视野
- For vision ranged hit-chance influence and further info see: Combat Mechanics
Vision视野, or view range, determines how far a character can see to uncover the fog of war, discover threats and hit with ranged and long-reach melee attacks.
An obvious Vision limiting factor is
Nighttime夜间. Heavier helmets can reduce Vision. Certain Traits (
Short Sighted近视,
Night Blind夜盲) or Injuries can also impact it. Additionally, being affected by
Goblin Poison地精毒液 temporary limits view range as well. Vision cannot be reduced below 1. Elevation is taken into account after the cap, so it is possible to stand on higher ground and see and attack beyond 1 tile, even with every possible debuff.
Commonly, a hired mercenary has a Vision value of 7. One way to increase the view range, besides having positive Vision traits (
Eagle Eyes鹰眼,
Night Owl夜猫子) and
Bow Mastery弓术精通 perk, is to occupy a higher elevation tile. Though, this gain is applied only vs lower positioned opponents (or terrain).

