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BATTLE BROTHERS WIKI

属性

Attributes

中文译文资料快照 2026-09-18 · 翻译与来源说明

中文译文

属性是《战场兄弟》中与升级系统相关的一项游戏机制,决定角色在战斗中的表现。属性显示在角色界面左下方,其中的数值已计入背景、特性和装备带来的修正。



头部护甲
身体护甲
生命值
行动点
疲劳
士气
意志
先攻
BrothersStats
近战命中
远程命中
近战防御
远程防御
伤害
破甲效率
命中头部概率
视野
属性旁1-3颗星的含义,见天赋词条。

头部护甲

计算方式与更多说明见:护甲伤害

头部护甲由角色佩戴的头盔决定,头部遭到敌人命中时会损失耐久。

根据来袭武器技能的伤害和穿甲比例,即使佩戴最好的头部装备,也可能有部分伤害直接扣除Health生命值。如果没有佩戴头盔,或头盔已经损毁,头部命中造成的伤害就会直接扣除Health生命值。

头部比身体更难命中,但受到命中时也更脆弱。命中头部称为暴击,会额外造成50%的Health生命值伤害。单手斧的劈砍技能还会在此基础上再增加50%的Health生命值伤害。Perk 09钢铁额骨特长可抵消这些额外伤害;拥有该特长的敌人也会抵消玩家佣兵由Trait icon 01蛮力特性带来的额外伤害。

耐久相同时,头部护甲比身体护甲更轻,但无法安装护甲附件。重型头盔会大幅降低Vision视野,可能妨碍部分武器和物品的使用,尤其是在Night夜间。

身体护甲

计算方式与更多说明见:护甲伤害

身体护甲的数值由角色身上的护甲决定,身体受到敌人命中时会损失耐久。

根据来袭攻击的穿甲特性和伤害,即使是最好的身体护甲,也可能被部分伤害穿透,直接扣除生命值。如果没有护甲,或护甲已经损毁,身体命中造成的伤害就会直接扣除生命值。

部分可制作的护甲附件能降低特定类型的伤害,例如近战、远程或穿甲伤害。其他身体护甲附件还可提供不同效果,例如持续防护酸液,或每场战斗挡住首次命中的伤害(完全100%直接作用于生命值的攻击除外)。

重甲佣兵可以受益于Perk 03久经战阵特长。头部和身体护甲均为300/300时,它能降低30%的护甲伤害;不过随着当前护甲耐久下降,减伤效果也会减弱。

重甲会大幅降低疲劳上限和先攻。Perk 40壮硕特长可减少这项负担,对头部护甲同样有效。还有一种护甲附件,能对身体护甲产生类似效果。

生命值

计算方式与更多说明见:生命值伤害

生命值(HP)代表角色的健康状况。生命值降到0时,角色会死亡,或被击倒。具有Trait icon 43幸存者特性的角色,有90%的概率只是被击倒而非死亡,战斗日志会显示“被击倒”;但遭到致命处决,或已拥有全部永久伤残时例外。没有Trait icon 43幸存者特性的角色,在生命值耗尽后生还的机会更低。被击倒必定留下一个永久伤残,只能用Water skin皮水囊治愈;这件传奇物品全局只有一份。

若干持续伤害效果也会扣除生命值,包括中毒(来自蛛怪或毒油)、流血(由砍刀、鞭子或某些伤势引起)以及瘴气法术。中毒和流血可用物品治疗,也可通过Perk 04顽强特长缓解,使持续伤害的持续时间缩短至最低1回合。角色被长大的食尸鬼吞食、受到梦魇的噩梦攻击,或被怨魂触及时,同样会损失一定生命值。

穿戴护甲时,保护生命值的常见路线分为Perk 03久经战阵和Perk 29轻灵两种。重甲兄弟通常能承受多次命中后才开始损失较多生命值,但非常怕高额穿甲伤害,例如弩矢和蛮族的双手武器,尤其是再配合Perk 57致残打击时。Upgrade 03附加毛皮衬垫能削弱这种高额穿甲伤害,提高生存能力。Upgrade 06骨板护层每场战斗可完全吸收首次命中身体护甲的伤害,也很有帮助。但头部仍是最脆弱的位置:无法安装护甲附件,受到的额外伤害也只有Perk 09钢铁额骨能够抵消。

选择轻灵的轻甲兄弟适合穿戴重量轻、耐久效率高的护甲和头盔。装备负重低于相应门槛时,他们只承受40%的生命值伤害。较低的护甲疲劳惩罚不仅能提高战斗续航,也能保留更多先攻,与防御特长Perk 01闪避配合。这类佣兵实际上是在用生命值充当护甲,因此也有明显的利弊:损坏的护甲可以更换,生命值却恢复得很慢;他们很怕持续伤害,尤其是精通砍刀的敌人造成的流血;单次和后续损失大量生命值,还会带来更多不利的士气检定。没有钢铁额骨的兄弟也很怕单手斧命中头部。

敌人生命值降到0时必定死亡,除非具有Perk 07九命特长:它能恢复少量生命值,并清除中毒和流血。行尸如果不是被斩首或以致命处决杀死,就可能复活;陨落英雄即使没有头也能自行复活。亡灵法师可以复活人类尸体为其作战,包括你死去的佣兵。相反,只是被击倒的兄弟不会被食尸鬼吃掉,也不会被亡灵法师复活。玩家之后可以获得黑曜石匕首,用它杀死的人类会复活,并为你的佣兵团作战。

在一种可能发生的后期危机——亡灵灾祸期间,死去的人类会自行复活,行尸也常与远古亡灵一同出现。还需注意,亡灵法师也能复活被击败的骷髅。

一些背景的初始生命值较高,如Background 33流浪骑士、Wildman荒野人、Lumberjack伐木工、Miner矿工和Background 27拳斗者,并且可能带有Trait icon 14强健特性。另一些背景,如Cripple2残疾人和Background 18乞丐,生命值最低,不会拥有有利的生命值特性或天赋,还可能具有Trait icon 04脆弱特性。Retired soldier退伍军人和Swordmaster2剑术大师通常生命值也较低,不会具有Trait icon 14强健,但同样不会具有Trait icon 04脆弱,也没有被排除获得生命值天赋的可能。

某些伤势会暂时或永久降低生命值上限,具体取决于伤势类型。较高的生命值能降低受伤概率,也更有利于在战斗中损失生命值后维持士气。

在世界地图上,行军时每小时恢复1点生命值,扎营或护送商队时每小时恢复2点。厨师能将生命值恢复速度提高33%。

行动点

行动点(AP)用于在战斗中执行各种行动和移动。

不同单位拥有的行动点可能不同,每次行动或移动都需要消耗相应的行动点。行动点降到0时,该角色的回合结束,由下一个单位行动;可在设置中关闭自动结束回合功能。除非受到眩晕、地精毒液或特定伤势影响,否则行动点每轮都会完全恢复。

应对行动点有限的办法,是节省消耗或恢复行动点。除了攻击,最常见的行动就是移动。复杂地形和高低差会消耗更多行动点,限制战术选择;Perk 23寻路者能显著减轻这种影响。

战斗中,武器精通特长会降低某些武器的技能行动点消耗,从而解锁更多战术,典型例子是长柄武器和匕首。Perk 35狂战在击杀敌人后恢复4点行动点,每轮只触发一次。需要调整打法时,Perk 39快手可让你每轮一次免费更换武器或物品,也可以为此关闭自动结束回合。但换上或换下盾牌仍需支付正常的行动点。

疲劳

疲劳代表角色的疲惫程度。使用技能和移动除了消耗行动点,还会积累疲劳。疲劳过高时,角色将无法移动或使用技能。

疲劳每轮基础恢复量为15。Trait icon 33铁肺能加快恢复,Trait icon 22哮喘则会降低恢复速度。Trait icon 21健步如飞和Perk 23寻路者能减少移动积累的疲劳,武器精通则能减少对应战斗技能的疲劳消耗。Potion 01回气药剂可提高使用后的疲劳恢复量;需要更大幅度恢复时,可以使用Perk 54恢复体力特长。

被近战或远程武器命中通常会积累5点疲劳;被单手锤和双手锤命中时,则分别积累10和20点。躲开近战攻击或用盾牌格挡,会积累2点疲劳。部分敌人的攻击会使目标承受更多疲劳,例如陨落英雄造成双倍疲劳伤害,20天后的披甲行尸也是如此。躲开或格挡远程攻击不会积累疲劳。

兽人武器和盾牌的装备疲劳惩罚高于同类装备;人类使用它们时,每次技能还会额外积累5点疲劳。

部分背景的初始疲劳储备较高,如Wildman荒野人、Farmhand农场帮工、Lumberjack伐木工和Background 33流浪骑士,并且可能具有Trait icon 15强壮、Trait icon 33铁肺等有利特性。另一些背景,如Swordmaster2剑术大师、Retired soldier退伍军人和Miner矿工,初始疲劳储备通常较低,也不会获得这些有利的疲劳特性。

多数中高阶敌人每轮恢复的疲劳比玩家佣兵更多,一些强敌还拥有击杀后降低已积累疲劳的被动技能“战斗节奏”。蛮族常依赖Perk 01闪避与Perk 26不懈特长,并经常有鼓手支援,为同伴降低已积累的疲劳。行尸类敌人(亡灵法师除外)和远古亡灵完全不会积累疲劳。

士气

完整词条见:士气

士气共有六种状态,反映战斗人员的精神状况,并影响战斗表现。“不可动摇”是亡灵专属且不会改变的状态。“镇定”是默认状态,非亡灵敌人通常以此开战,之后会随士气检定成功或失败而升降。兄弟的初始士气受心情影响:心情好时有机会以“斗志昂扬”开战,心情差则会降低其能达到的士气上限。某些特性也会影响初始士气或士气上限。

士气降至“溃逃”时,单位会取消已启用的盾墙、矛墙、还击架势和不屈,并立即移到行动顺序末尾。每轮开始时,溃逃单位会在行动排序计算中受到-1000先攻惩罚,因此通常最后行动,除非使用了肾上腺素。他们会试图远离敌人,无法战斗或使用技能,即使被包围也不会还击。玩家无法控制溃逃的兄弟。未与敌人相邻时,他们可能自行重整;受到重振士气等技能影响时,也可以恢复士气。

各士气状态会按下表为部分属性施加倍率。这些倍率在技能、特长和装备的加算加成之后计算,因此也会影响这些加成。部分士气状态会显示图标。

图标 状态 Resolve Melee Skill Ranged Skill Melee Defense Ranged Defense
不可动摇
Icon confident 斗志昂扬 1.1 1.1 1.1 1.1
稳定
Icon wavering 动摇 0.9 0.9 0.9 0.9 0.9
Icon breaking 濒临崩溃 0.8 0.8 0.8 0.8 0.8
Icon fleeing 溃逃 0.7 0.7 0.7 0.7 0.7

意志

更多说明见:战斗机制

意志代表角色的意志和勇气。意志越高,越不容易因不利事件降低士气,也越容易因有利事件变得自信。意志还能抵御恐慌、恐惧和精神控制等心灵攻击,影响角色从溃逃状态中重整的能力,以及重振士气特长的效果。较高意志有助于抵抗梦魇施加的睡眠,并降低沉睡时受到的噩梦伤害。

先攻

更多说明见:战斗机制

先攻是决定战场行动顺序的一项次要属性,数值越高,行动越早。一般来说,轻甲单位比重甲单位先行动,精力充沛的单位比疲惫的单位先行动。普通兄弟的基础先攻约为100;当前疲劳和所有疲劳上限惩罚(如重甲、武器及其他装备的负担)都会降低先攻。

除了决定行动顺序,先攻还可与一些特长配合。最直接的是闪避,它将当前先攻的15%加到近战和远程防御上。不懈有助于维持这种防御收益,也方便维持战术所需的行动顺序。

另一个重要的先攻相关特长是肾上腺素。它能保证下一轮提前行动,但多个使用肾上腺素的单位之间,仍按当前先攻决定顺序。

近战命中

命中率计算方式与更多说明见:战斗机制

近战命中决定用剑、矛等近战武器攻击目标时的基础命中率。角色升级时可以提升这项属性。

远程命中

命中率计算方式与更多说明见:战斗机制

远程命中决定远程攻击的基础命中率,适用于弓、弩、火铳、火矛和各种投掷武器。角色升级时可以分配属性点提高它,也可以选择天赋异禀来获得额外提升。

除了升级提高远程命中,以及少数影响较小的事件,能显著但暂时提高远程命中的因素只有斗志昂扬士气状态(提高10%)。相反,较低士气会降低远程命中,直到士气恢复。

此外,夜间、伤势、虫群和其他状态效果也会降低远程命中。其中一些影响可以缓解,另一些则无法缓解。

近战防御

命中率计算方式与更多说明见:战斗机制

近战防御能降低被近战攻击命中的概率,可通过升级、装备合适的盾牌,以及学习盾牌精通来提高;后者使盾牌的防御加成增加+25%。使用盾墙也能提高防御,与其他盾墙相邻时还有额外收益。斗志昂扬士气同样会提高此属性。闪避按当前先攻提供额外防御,长兵优势则在双手近战武器命中后提供加成。以少敌多会抵消敌人的包围命中加成及背刺者带来的相关收益。孤狼也能提高防御,但需要满足特定条件。

远程防御

命中率计算方式与更多说明见:战斗机制

远程防御能降低被箭矢等远程攻击命中的概率,可通过升级和装备合适的盾牌来提高。

某些背景和特性会使远程防御降为负数。常见例子是具有自负特性的游历贵族,以及具有高大特性的荒野人。

装备合适的盾牌,如鸢形盾或西帕尔圆盾,再使用盾墙,可以显著提高远程防御;盾墙实际上会使盾牌提供的防御加成翻倍。盾牌精通还能将盾牌防御提高25%,盾墙也享受这项提升。维持盾墙阵形时,每名相邻且正在使用盾墙的同伴,还会提供固定+5防御。

一些特长也能提高远程防御。闪避适合轻甲单位,将当前先攻的15%加到防御上;随着战斗推进、先攻下降,闪避收益也会降低。不懈或恢复体力能部分缓解疲劳对先攻及闪避防御加成的影响。另有专门针对远程防御的预判特长,效果取决于当前远程防御和与射手的距离。

许多因素会影响远程防御。夜间造成-30%远程防御修正,可用夜枭灵药抵消,部分敌人也会使用它。藤蔓束缚造成-35%惩罚,投网造成-45%惩罚;虫群则造成-50%惩罚。

某些特性及其衍生状态也会影响远程防御,包括醉酒(-25%)、宿醉(-10%)和药瘾(-10%);这些状态可能获得,也可以消除或治疗。临时或永久伤势也可能降低远程防御。食用奇异蘑菇虽然能增强攻击,却也会让佣兵更容易被命中。

斗志昂扬士气会使累计防御获得+10%加成,低于镇定的士气状态则分别施加-10%/-20%/-30%惩罚。

最后,占据比敌方射手更高的位置,可以降低对方的命中率,效果相当于提高远程防御。利用掩体还能进一步降低命中率,但鹰眼特长能部分抵消掩体的作用。

伤害

计算方式与更多说明见:护甲伤害

伤害属性表示当前武器的基础伤害。目标没有护甲时,伤害会完全作用于生命值;目标有护甲时,则先依据武器的破甲效率对护甲造成伤害。根据伤害数值,部分伤害可能穿过护甲,直接扣除生命值。实际伤害还受所用技能和命中目标影响。

许多因素会影响伤害。首先是特性:高大、酒鬼和蛮力会提高伤害,矮小则会降低伤害。其次,双手握持单手武器能增加+25%伤害,与决斗家配合良好。远程武器也有对应的弩精通和投掷精通,投掷武器同样可以受益于决斗家。此外,杀戮狂热在击杀后增加+25%伤害,刽子手对受伤目标增加+20%伤害。奇异蘑菇则能在战斗中大幅提高近战伤害。

防御方面,重甲可以配合久经战阵或护甲附件来减轻伤害,轻甲路线则有轻灵。需要强力防护时,可以使用不屈。暴击和单手斧命中头部带来的额外生命值伤害,可以由钢铁额骨抵消。

某些伤势和状态效果也会影响伤害。一些敌人还会通过战斗技能,或随着战役天数推进,获得额外伤害。

还有一类独立的持续伤害,主要来自中毒和流血,可用相应的防护措施及物品应对。部分特长或特性会改变这些效果,而顽强能将其及其他状态效果的持续时间缩短至1回合。火焰和瘴气造成的伤害可用烟雾罐消除。

破甲效率

计算方式与更多说明见:护甲伤害

破甲效率表示攻击有护甲目标时,基础伤害以多大比例作用于护甲。护甲被摧毁后,武器伤害会以100%的比例作用于生命值。实际伤害还受所用技能和命中目标影响。

作为武器参数,破甲效率取决于武器本身、使用的技能,有时也受精通特长影响。例如,战锤精通会与战锤的破甲和碎甲技能配合。

从实际护甲伤害来看,破甲效果也受许多因素影响,与总体伤害参数相似,但有一些区别。

有些特性会影响总体伤害,因而也会改变最终护甲伤害;双手握持同样能提高对护甲的伤害。远程单位可通过投掷精通在2-3格距离提高破甲伤害。杀戮狂热和刽子手同时提高生命值伤害和护甲伤害。一次性使用的奇异蘑菇也有助于击破重甲。

防御方面,可以使用减轻总体伤害的护甲附件和久经战阵,以及不屈带来的整体减伤。

命中头部概率

计算方式与更多说明见:命中率

命中头部概率表示攻击命中目标头部的基础概率;命中头部会提高生命值伤害,但这部分额外伤害可被钢铁额骨完全抵消。

最终命中头部概率受武器、技能、蛮力特性以及在逃杀人犯、杂耍艺人等背景影响。另外还有专门提高头部命中机会的猎首者特长。

视野

视野对远程命中率的影响及更多说明见:战斗机制

视野也就是可视距离,决定角色能看多远、揭开多大范围的战争迷雾,以及在多远处发现威胁并使用远程或长距离近战攻击。

Night夜间会明显限制视野,较重的头盔也可能降低视野。Trait icon 27近视、Trait icon 56夜盲等特性或某些伤势同样会产生影响。Poison 01地精毒液还会暂时限制可视距离。视野最低为1,高地修正在这项下限之后计算,因此即使承受所有不利效果,站在高处仍有可能看到并攻击1格以外的目标。

普通雇佣兵的视野通常为7。除了Trait icon 09鹰眼、Trait icon 57夜猫子等有利特性和Perk 49弓术精通之外,占据高地也能扩大视野,但这项收益只对位置更低的敌人或地形生效。

英文原文

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.



Head Armor 头部护甲
Body Armor 身体护甲
Hitpoints 生命值
Action Points 行动点
Fatigue 疲劳
Morale 士气
Resolve 意志
Initiative 先攻
BrothersStats
Melee Skill 近战命中
Ranged Skill 远程命中
Melee Defense 近战防御
Ranged Defense 远程防御
Damage 伤害
Effectiveness vs. Armor
Chance to hit head 命中头部概率
Vision 视野
What 1-3 stars next to an attribute mean, is explained on the Talents page     

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 Health hitpoints even with the best head gear equipped. With no or destroyed helmet any hit to the head will cause direct damage to Health 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 HealthHP damage. One-handed Axes' Chop劈砍 skill deals additional 50% Health HP damage on top of that. These bonus damages are negated by Perk 09 Steel Brow钢铁额骨 perk; enemies possessing this perk also negate the Trait icon 01 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 Vision视野 penalty, which may handicap the use of some weapons and items, especially during the Night 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 Perk 03 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 Perk 40 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 Trait icon 43 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 Trait icon 43 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 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 Perk 04 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 Perk 03 Battle Forged久经战阵 or Perk 29 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 Perk 57 Crippling Strikes致残打击. Thus, Upgrade 03 Additional Fur Padding附加毛皮衬垫 helps weaken this high AID and keep your men alive. Upgrade 06 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 Perk 09 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 Perk 01 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 Perk 07 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 (Background 33 Hedge Knight流浪骑士, Wildman Wildman荒野人, Lumberjack Lumberjack伐木工, Miner Miner矿工, Background 27 Brawler拳斗者) have higher initial HP pool and can come with Trait icon 14 Tough强健 trait. Other backgrounds (Cripple2 Cripple残疾人, Background 18 Beggar乞丐) have the least hitpoints, and are excluded from positive health trait and talent, and may possess negative Trait icon 04 Fragile脆弱 trait. Some (Retired soldier Retired Soldier退伍军人, Swordmaster2 Swordmaster剑术大师) have generally low health pool and are excluded from Trait icon 14 Tough强健 trait, but can never be Trait icon 04 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: Perk 23 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 Perk 35 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 Perk 39 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 Trait icon 33 Iron Lungs铁肺, or slower for Trait icon 22 Asthmatic哮喘. Fatigue build-up while moving is reduced for Trait icon 21 Athletic健步如飞 and Perk 23 Pathfinder寻路者, in combat - by picking up Weapon Masteries. Potion 01 Second Wind Potion回气药剂 helps recover more Fatigue after use. More drastic and efficient: Perk 54 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 Wildman荒野人, Farmhand Farmhand农场帮工, Lumberjack Lumberjack伐木工, Background 33 Hedge Knight流浪骑士) have higher initial Fatigue reserves and can possess Fatigue-positive traits ( Trait icon 15 Strong强壮, Trait icon 33 Iron Lungs铁肺), while others (Swordmaster2 Swordmaster剑术大师, Retired soldier Retired Soldier退伍军人, Miner 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 Perk 01 Dodge闪避 and Perk 26 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 Resolve Melee Skill Ranged Skill Melee Defense Ranged Defense
Unbreakable永不动摇
Icon confident Confident 1.1 1.1 1.1 1.1
Steady
Icon wavering Wavering 0.9 0.9 0.9 0.9 0.9
Icon breaking Breaking 0.8 0.8 0.8 0.8 0.8
Icon fleeing 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 Night Nighttime夜间. Heavier helmets can reduce Vision. Certain Traits (Trait icon 27 Short Sighted近视, Trait icon 56 Night Blind夜盲) or Injuries can also impact it. Additionally, being affected by Poison 01 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 (Trait icon 09 Eagle Eyes鹰眼, Trait icon 57 Night Owl夜猫子) and Perk 49 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).