中文译文
仍在编写中(参见 Steam 上的相关讨论)。
已更新至“北境勇士”DLC。
经济
经济涉及各种资源的管理。在《战场兄弟》中,资源包括
(游戏货币)、
、
、
和
。佣兵与装备也可以视为资源,不过它们较为复杂,因此另设章节讨论。
开始新战役时,玩家可以选择经济难度和初始资金。各项设置的影响见下表:
| 委托报酬 | 售出价格 | 逃兵 | |
|---|---|---|---|
| 入门 | 100% | 100% | |
| 老练 | 100% | 100% | |
| 专家 | 90% | 90% | 携带装备离队 |
如何赚钱?
这是个反复出现的问题,尤其是在前期。收入来源并不难找,但要充分利用它们,却未必容易:
- 委托
- 贸易
- 搜刮战利品
- 劫掠
- 事件
想留住辛苦赚来的钱,控制开支也同样重要:
- 工资
- 采购
委托
贯穿整个游戏的主要收入来源之一。
委托报酬有多少?
委托报酬受以下因素影响:
- 类型
- 随机修正
- 难度评级(骷髅数)
- 声望
- 经济难度(参见经济)
- 谈判
每种委托的类型系数由其固有难度决定。例如,“归还物品”委托的数值为 400,而“寻找遗物”委托的数值最高,为 2,000。
随机修正是介于 90% 和 110% 之间的倍率。
难度评级会在一定区间内给出一个随机倍率,再取该倍率的 1.3 次幂:
以声望 × 0.3% 为底数,取其 0.39 次幂,得到另一个倍率。该倍率最低为 1.35(720 声望),最高为 2.7(4,256 声望)。声望较低时,提升声望的收益很高;随着声望增加,收益变化会逐渐接近线性。还有另一套收益较小的公式,但仅用于少数委托(“运送物品”和“发现地点”)。
在所有修正因素中,声望对委托报酬的影响最大,因此应优先尽快提高声望。与一种常见说法不同,声望不会影响敌人实力,但有些事件会将其作为触发条件。以下汇总了影响声望的因素:
| 赢得战斗 | 摧毁营地 | 完成委托 | 完成战团抱负 |
|---|---|---|---|
| 5 | 10 | 25 | 100 |
| 每日损失 | 撤退 | 委托处理不当 | 委托失败 | 取消委托 | 背叛雇主 |
|---|---|---|---|---|---|
| −2 | −15 | −25 | −75 | −100 | −200 |
经济难度还会提供一个倍率。有一种委托(“大型猎物狩猎”)会根据难度评级获得额外倍率。所有运送类委托也会将行程距离计入报酬。
该不该谈判争取更高报酬?

谈判界面
简而言之:应该,但要谈得合适,也别得寸进尺。
- 这件事得加钱(不指定特殊付款方式)
- 我们需要(更多)预付款
- 事成之后得多付一些(仅在当前报价包含预付款时可选,且不能连续选择两次)
- 每带回一个人头,得(多)付些钱(仅适用于需要击杀目标的委托)
四个选项中,只有第一个会真正增加报酬,代价是轻微的关系惩罚(−0.5%)。其他选项只是重新分配原有总额。预付款尚可理解,毕竟时间就是金钱;但后两种付款方式基本是陷阱,最好避开。同理,来回切换付款方式只会适得其反,而且很可能根本行不通,因此选定一种就好。
尝试谈判时,游戏先根据“恼怒度”判断谈判是否失败。每次会抽取一个 3 到 6 之间的随机数,累加后与数值为 9 的容忍上限比较。若超出上限,谈判就会破裂,你与该阵营的关系受到惩罚(−2.5%),委托也会消失。因此,谈一次总是安全的;谈两次就有风险(不知道上次随机数时,成功率为 62.5%);谈三次几乎不可能成功,再多则必定失败。连续三次要求预付款也一定失败;如果初始报价已有预付款,连续两次要求增加预付款就会失败。
即使谈判没有破裂,雇主也可能拒绝新条件。基础拒绝概率为 10% × 恼怒度(各次随机数之和)。
谈判成功时,效果如下:
| 加价 | 预付款 | 完工款 | 人头赏金 |
|---|---|---|---|
| 报酬增加 +3% 至 +10% | 预付款 +25%,完工款 −25% | 完工款 +25%,预付款 −25% | 在完工款与预付款之间以不同方式重新分配 |
哪些因素影响委托难度?
委托难度受以下因素影响:
- 类型
- 难度评级(骷髅数)
- 队伍实力
- 战斗难度
每种委托都有一个 40 至 200 之间的基础值,再与其他变量相乘。
难度评级会在一定区间内给出一个随机倍率。
队伍实力按战团中最强的 12 名角色计算;农民民兵起源则取 14 名。每名角色的实力值为 10 +(等级 - 1)× 2。如果队伍不足 3 人,无论角色等级如何,每人还会为实力评分额外增加 +10。
最终倍率按以下公式计算:94% ×(1% × 队伍实力)^ 0.89。倍率最低为 0.75(78 实力,大约相当于 8 名 1 级角色),最高为 5(654 实力,大约相当于 12 名 21 级角色)。结果再乘以战斗难度倍率:
- 入门 = 85%
- 老练 = 100%
- 专家 = 115%
队伍实力可能是影响最大的变量。因此,有些玩家建议控制人数,以降低委托难度。在人数未达到 12 人(农民民兵起源为 14 人)之前,每增加一名 1 级角色,实力评分的增量相当于提升 6 级。
敌人的最大数量和种类还受到所使用的生成列表限制,因此难度不会无限增长。
贸易
贸易就是买入商品,再卖出赚取差价。贸易潜力与地图布局直接相关,包括定居点及其附属设施、地形和道路,因此并非稳定可靠的收入来源。贸易商队起源能获得更好的价格,提高贸易利润。贸易本身除了资金方面的问题,并没有其他风险,因此在前期新兵、装备和其他收入来源都还薄弱时尤其有用。
如何提高贸易利润?
贸易商品按完整价值出售,而珍宝的基准售价为价值的 95%,其他物品则只有 15%。不过,贸易商品仍会受到价格波动影响。想赚得更多,自然要低价买入,再以较高价格卖出。每座定居点的价格受以下因素影响:
基础价格倍率由定居点等级决定:
- 等级 1(小型):95%
- 等级 2(中型):102%
- 等级 3(大型):110%
在该数值上再加上“附属设施数量 × 3%”。设施数量介于 3 至 8 之间,对应 9-24%。因此,最好在附属设施较少的小村庄购买,再到发展完善的大城市出售。
与定居点的关系值(0-100)还会决定一个加减修正,作用于基础倍率:
- 关系 < 50:±(50 − 关系)× 0.6%,范围为 0-30%(购买时加上,出售时减去)
- 关系 > 50:±(关系 − 50)× 0.3%,范围为 0-15%(购买时减去,出售时加上)
关系不佳带来的惩罚,是关系良好所获优惠的两倍。看起来,城镇使用平民关系,军事要塞则使用贵族关系。
定居点类型、附属设施以及你与当地的关系,对价格影响最大。应尽量利用这些因素来提高利润。当地状况也可能大幅影响价格:有些状况会同时调整所有价格,有些则只影响特定价格或某类物品的价格,详情参见对应页面。
贸易商品是否为本地出产,也会影响价格:
- 本地出产
- 购买价格:不变
- 售出价格: 15%
- 非本地出产
- 购买价格: 150%
- 售出价格: 110%
这反映了供求关系。如果相关附属设施被摧毁,该商品就不再视为本地出产。
起源也会影响价格:
总体而言,猎兽者通过贸易赚到的钱会减少 20%,贸易商队则会多赚 20%。
经济难度只会调整售出价格,专家难度为 90%。
商品库存何时补充?
商店每 3 天补货一次,但当地状况也可能触发库存刷新。
如何高效贸易?
玩家 Drathnar 对贸易有一番值得参考的看法:
- 一般来说,我觉得专程跑商并没有多大利润,除非地图上有很多地方生产贸易商品。的确,你能赚到些钱,但把货物运到合适的市政厅定居点出售需要时间,这期间兄弟们的日薪和食物开销都得扣掉。偶尔,目的地还会出现不利的当地状况,又恰好没有能解决它的委托,这会严重打乱跑商计划。
所以,我通常会根据能接到的委托来安排下一站。不过,只要城里的贸易商品便宜,我还是会买下来。希望之后哪次经过有市政厅的定居点时,能把手头的物品和货物一并卖掉。[1]
他还强调,要提高收益并避免机会成本,管理物品栏空间十分重要:
- 随着游戏推进,敌人掉落的装备越来越好,你就得比较贸易商品的利润是否值得占用一个栏位。例如,你可能以 111 克朗买入泥炭砖,再到有市政厅的地方卖出 131 克朗。但如果你杀了很多强盗、获得了不错的战利品,把这个栏位留给原本不得不丢弃的那把短斧,就能额外赚到 37 克朗。而短斧还只是 1 阶武器;如果错失的是 2 阶武器,机会成本就更大了。[1]
搜刮战利品
搜刮战利品,就是进攻队伍或据点以夺取财物。取得的战利品可以自用,也可以出售:
除贸易商品外(参见贸易章节),所有物品的基准售价都只是其价值的一部分:
- 珍宝: 95%
- 其他物品: 15%
因此,在基础价值相同的情况下,1 件珍宝的售价大约抵得上 6 件其他物品。除击杀林德蠕龙偶尔获得的蠕龙宝藏外,珍宝只能在据点中找到。酒馆传闻可能会提到藏有珍宝的据点。
出售受损装备前应该先修理吗?
出售战利品的收益,会因其种类、价值及出售地点而有所不同(参见如何提高贸易利润?)。对于有耐久度的物品,售价还受到耐久度影响。因此,完好的武器、盾牌、护甲和头盔能卖得更贵。按住 ALT 并右键点击物品,即可将其设为修理。
每单位
可以修复 15 点耐久。在
价格相同的前提下,计算时需要考虑两个因素:
- 价值
- 耐久上限
下表列出各类装备。“W/D”表示每点耐久对应的价值。“W/20T@17%”表示投入一整组 20 单位
修理装备,再按价值的 17% 出售时获得的回款;这是专家经济难度下大型定居点的默认平均售价倍率。回款高于一组 20 单位
的成本,就有利润。回款很低的物品,即 W/D 小于 5 的物品,已从表中剔除。
| 名称 | 价值 | 价值/耐久(W/D) | 修售收益(W/20T@17%) |
|---|---|---|---|
| 重弩 | 3200 | 50 | 2550 |
| 贵族长剑 | 3200 | 44.4 | 2267 |
| 舍施尔弯刀 | 2900 | 40.3 | 2054 |
| 战斧 | 3000 | 37.5 | 1913 |
| 战矛 | 2500 | 34.7 | 1771 |
| 长刃斧 | 2200 | 34.4 | 1753 |
| 墓穴斩刀 | 1600 | 33.3 | 1700 |
| 决斗刺剑 | 1550 | 32.3 | 1647 |
| 名匠之弓 | 3500 | 31.8 | 1623 |
| 镰形剑 | 1300 | 31 | 1579 |
| 镰刃长剑 | 1300 | 31 | 1579 |
| 锈蚀战刃 | 1600 | 30.8 | 1569 |
| 巨剑 | 2200 | 30.6 | 1558 |
| 巨斧 | 2400 | 30 | 1530 |
| 战弓 | 2900 | 29 | 1479 |
| 长刃战刀 | 1800 | 28.1 | 1434 |
| 刺桩重弩 | 2000 | 27.8 | 1417 |
| 长剑 | 1600 | 26.7 | 1360 |
| 三头连枷 | 1600 | 26.7 | 1360 |
| 翼刃钉锤 | 2100 | 26.3 | 1339 |
| 劈人巨斧 | 1600 | 25 | 1275 |
| 破甲锤 | 2500 | 25 | 1275 |
| 军用斩刀 | 1900 | 23.8 | 1211 |
| 战旗 | 1500 | 23.4 | 1195 |
| 断头斩刀 | 1200 | 23.1 | 1177 |
| 骑士单手剑 | 1250 | 22.3 | 1138 |
| 铁片战衣 | 7000 | 21.9 | 1116 |
| 锈蚀重斧 | 2000 | 20.8 | 1063 |
| 狂战锁链 | 1300 | 20.3 | 1036 |
| 古代长剑 | 850 | 20.2 | 1032 |
| 重鳞甲衣 | 6000 | 20 | 1020 |
| 盘根木杖 | 500 | 20 | 1020 |
| 古代刃枪 | 600 | 20 | 1020 |
| 锯齿长枪 | 800 | 20 | 1020 |
| 战镰 | 700 | 19.4 | 992 |
| 钩镰 | 1400 | 19.4 | 992 |
| 连枷 | 1400 | 19.4 | 992 |
| 裂颅斧 | 1200 | 18.8 | 956 |
| 重型札甲 | 5000 | 17.5 | 895 |
| 佣兵甲 | 4500 | 17.3 | 883 |
| 凶刃弯刀 | 900 | 17.3 | 883 |
| 鳞甲 | 4000 | 16.7 | 850 |
| 长柄斧 | 1200 | 16.7 | 850 |
| 双手战锤 | 2000 | 16.7 | 850 |
| 纹章长身锁甲 | 4000 | 16 | 816 |
| 贵族锁甲 | 2500 | 15.6 | 797 |
| 弩 | 750 | 15.6 | 797 |
| 朽坏板甲衣 | 4000 | 15.4 | 785 |
| 古代加板鳞甲 | 3200 | 15.2 | 777 |
| 双手连枷 | 1200 | 15 | 765 |
| 弯刀 | 700 | 14.6 | 744 |
| 长枪 | 900 | 14.1 | 717 |
| 古代板甲 | 2800 | 14 | 714 |
| 巴布特盔 | 2600 | 13.7 | 698 |
| 断裂的古代刃枪 | 350 | 13.5 | 687 |
| 华饰全覆盔 | 4000 | 13.3 | 680 |
| 双手棱头钉锤 | 1600 | 13.3 | 680 |
| 手斧 | 900 | 13.2 | 675 |
| 札甲 | 3000 | 13 | 665 |
| 钩刃 | 700 | 12.7 | 649 |
| 古代鳞甲衣 | 2400 | 12.6 | 644 |
| 朽坏重鳞甲衣 | 3000 | 12.5 | 638 |
| 萨克斯长刀 | 700 | 12.5 | 638 |
| 三尖矛 | 750 | 12.5 | 638 |
| 双手尖刺钉锤 | 900 | 12.5 | 638 |
| 双手钉锤 | 1000 | 12.5 | 638 |
| 猎猪矛 | 750 | 11.7 | 598 |
| 全罩盔 | 3500 | 11.7 | 595 |
| 战鞭 | 450 | 11.3 | 574 |
| 军用战镐 | 900 | 11.3 | 574 |
| 古代板式长身锁甲 | 2000 | 11.1 | 567 |
| 双手颅骨锤 | 1300 | 10.8 | 553 |
| 锁甲封闭式平顶盔 | 3000 | 10.7 | 546 |
| 面甲锥形盔 | 3000 | 10.7 | 546 |
| 阔刃刀 | 500 | 10.4 | 531 |
| 萨莱特盔 | 1200 | 10 | 510 |
| 棘刺鞭 | 400 | 10 | 510 |
| 双手木槌 | 500 | 10 | 510 |
| 覆面锁甲锥形盔 | 2600 | 9.8 | 500 |
| 覆面锁甲平顶盔 | 2600 | 9.8 | 500 |
| 覆面锁甲北境盔 | 2600 | 9.8 | 500 |
| 粗制斧 | 800 | 9.8 | 498 |
| 加固长身锁甲 | 2000 | 9.5 | 486 |
| 尖头棒 | 600 | 9.4 | 478 |
| 钝刃斩刀 | 600 | 9.1 | 464 |
| 双手木连枷 | 500 | 8.9 | 455 |
| 覆面锁甲铁笠盔 | 2200 | 8.8 | 449 |
| 步兵甲 | 1600 | 8.4 | 429 |
| 覆面锁甲护鼻盔 | 2000 | 8.3 | 425 |
| 古代断剑 | 200 | 8.3 | 425 |
| 地精尖矛 | 300 | 8.3 | 425 |
| 伐木斧 | 400 | 8.3 | 425 |
| 晨星钉锤 | 600 | 8.3 | 425 |
| 斧锤 | 800 | 8.3 | 425 |
| 镰刃刀 | 245 | 8.2 | 417 |
| 强化荒野短弓 | 500 | 8.1 | 411 |
| 圆盘匕首 | 400 | 8 | 408 |
| 战叉 | 400 | 8 | 408 |
| 缺口短刃 | 350 | 8 | 406 |
| 朽坏重型大盔 | 2000 | 7.8 | 400 |
| 锁甲平顶盔 | 1800 | 7.8 | 399 |
| 轻鳞甲 | 1300 | 7.6 | 390 |
| 强化木连枷 | 300 | 7.5 | 383 |
| 轻弩 | 300 | 7.5 | 383 |
| 猎弓 | 600 | 7.5 | 383 |
| 短剑 | 350 | 7.3 | 372 |
| 锁甲铁笠盔 | 1500 | 7 | 356 |
| 厚衬封闭式平顶盔 | 1250 | 6.9 | 354 |
| 古代胸甲 | 900 | 6.7 | 340 |
| 长锁甲 | 1000 | 6.7 | 340 |
| 锁甲尖顶盔 | 1400 | 6.7 | 340 |
| 恐狼锁甲 | 900 | 6.4 | 328 |
| 锁甲护鼻盔 | 1250 | 6.3 | 319 |
| 锁甲草原盔 | 1250 | 6.3 | 319 |
| 朽坏全覆盔 | 1500 | 6.3 | 319 |
| 古代鳞甲 | 750 | 6 | 306 |
| 朽坏加固长身锁甲 | 1000 | 5.9 | 300 |
| 封闭式平顶盔 | 1000 | 5.9 | 300 |
| 皮鳞甲 | 800 | 5.7 | 291 |
| 古代荣誉卫士盔 | 1000 | 5.6 | 283 |
| 朽坏锁甲平顶盔 | 1250 | 5.4 | 277 |
| 厚衬平顶盔 | 800 | 5.3 | 272 |
| 双手剑士盔 | 850 | 5.3 | 271 |
| 蛮族厚板甲 | 1200 | 5.2 | 266 |
| 重型角饰板盔 | 1300 | 5.2 | 265 |
| 短棒 | 350 | 5.1 | 263 |
| 恐狼皮甲 | 500 | 5 | 255 |
| 锁甲衫 | 650 | 5 | 255 |
从数据可以看出,修理后出售最划算的是武器,其次是护甲,再其次是头盔。一把猎猪矛的修售收益,竟然与一顶全罩盔相同!
这张表说明,单看战利品价值,进攻兽人、士兵、佣兵,以及任何拥有高级装备的阵营,都很值得。野兽没有装备,只会留下可供出售或制作物品的战利材料。
完好的战利品无需修理,此时决定收益的唯一因素就是价值,这对护甲和头盔更有利。因此,成功缴获敌人的完好护甲收益很高。想同时保住身体护甲和头盔,可以使用匕首的破甲刺击,该技能完全无视护甲。若只想保住身体护甲,则可以用连枷的鞭打技能直接攻击头部。
掉落条件
被击杀敌人的物品不一定会成为战利品。物品掉落需要满足若干条件:
- 该物品允许被缴获
- 未放在背包中(适用于敌人的投掷武器)
- 原属玩家,或原属被玩家击杀的敌人,而非友军
- 剩余耐久足够
- 武器: > 11 (弹药 > 0 (投掷武器))
- 盾牌: > 5 且 >= 25%
- 护甲: > 30 且 >= 25%
- 头盔: > 30 且 >= 25%
- 通过随机掉落判定
- 武器: 90%
- 盾牌: 90%
- 头盔: 70%
北境劫掠者起源额外提供 15% 的物品缴获概率,即使部分条件不满足也可能掉落,具体因物品类型而异。如果物品原属玩家,耐久要求可能降低或取消,并且无需随机判定。红装与传奇装备必定掉落。有时某个错误会导致护甲(也可能包括其他物品)即使满足条件仍不掉落。如果缴获的物品无法在战斗中更换(如护甲),且剩余耐久超过上限的 66%,则有 50% 的概率将其耐久改为当前耐久与上限 35% 之间的一个值。
敌人的武器在开战时似乎可能已有不同程度的损坏,但战斗中不会继续损失耐久,也不会损毁。击杀持有者后,可以查看地上留下的物品,判断装备是否已毁。只要物品还在地上,获胜后就会出现在战利品中,除非它已被人从地上拾起。
劫掠
事件
事件也可能奖励战利品,例如:
开支
削减开支也是保持财务稳健的可靠办法,但有些开支很难压缩。主要开支分为两类:
- 采购
- 工资
采购
采购开支包括购买补给、武器、护甲等物品,以及招募新兵时支付的一次性费用,后者由其等级和装备决定。游戏前期,新成员需要装备,因此采购开支最高。这时适当投入,可以避免之后花费更多。
护甲是前期最难缴获的物品,因为低等级新兵承受不起用破甲刺击慢慢对付敌人的风险,很可能因此受伤甚至死亡。所以,用初始资金购买衬垫皮甲等性价比高的护甲是个稳妥选择。
游戏后期,可以招募流浪骑士等高级人物背景。他们大多自带高级护甲与武器;雇用他们,也相当于购买装备。
武器比护甲容易获得,因为攻击敌人不会损伤其武器。玩家 Gazomierz 对此有一条实用建议:
- 不买装备的另一个理由很简单:大部分都能缴获。光靠打掠夺者,就能让整个战团装备锁甲和 2 阶武器。这正是你该追求的目标。[2]
——玩家 Gazomierz
受损物品的价格更低,值得买吗?可以参考战利品章节中的表格。每点耐久对应的价值越高,就越值得考虑。
除装备外,采购开支还包括补给:
- 口粮
- 工具与修缮物资
- 弹药
- 医疗物资
口粮是唯一不可或缺的生存物资。这笔钱基本省不得,否则成员会愤怒并离开战团。要降低需求,只能解雇佣兵,或购买杂粮粉等更便宜的口粮。
如果队员经常被敌人命中,而玩家又不断修理受损装备,工具与修缮物资就可能成为一笔大开支。Gazomierz 对此也有一些看法:
- 大多数低级装备都不太值得修,因为替代品太容易找到了。先用一把武器,坏了就换下一把。[2]
——玩家 Gazomierz
等玩家熟练掌握用匕首的破甲刺击或连枷的鞭打,能稳定从敌人身上取得替换装备后,护甲也可以照此处理。
- 护甲稍微麻烦些,因为它的缴获量不如武器。不过,如果你备有几套低级护甲,也可以采用同样的办法:耐久低了就换。反正你的目标是穿上锁甲,在那之前,尽量少用工具就好。[2]
——玩家 Gazomierz
被命中不只会损坏装备;如果受到足够多的生命值伤害,还可能造成临时伤势。这些伤势只能依靠医疗物资治愈,治疗期间每天需要 1
。临时伤势可能使佣兵长时间无法有效作战,严重时,解雇他甚至可能是更稳妥的经济选择。
升级时提高生命值,或选择巨人体魄等特长,都能降低遭受临时伤势及其相关开支的风险。
如果多名新兵使用弓施展快速射击,弹药开支会迅速增加。建议前期以弩为主,再随战役推进逐渐调整。弩更容易命中,每次攻击也只消耗 1
。
最后,酒馆也会提供收费服务,但前期通常不值得花这个钱。请人喝酒能提高士气,不过效果短暂,很快就会恢复正常。
工资
如果不加控制,工资很快就会失控。战团人数、人物背景及等级、贪婪特性和相关事件,都会决定工资高低。
只有 12 名佣兵能参加战斗。因此,战役初期将人数维持在接近这一规模,能显著改善财务状况。不仅能省工资,也能减少口粮消耗,因为每名角色每天需要 2(?)
。
战团成员
如何招募佣兵?
有两种途径:
战团里应始终留出至少一个空位,以便接纳事件中加入的人,孤狼起源除外。即使没遇到事件,也可以不断招募新角色,替换队伍中较弱的成员。
应该招募哪些背景的人?
建议先查看人物背景页面,了解基础信息,以及这里未展开讨论的问题,例如:
- 每种背景能获得怎样的属性?它们各有什么优势,彼此如何比较?
- 在哪里能找到特定背景的人?
- 哪些事件与特定背景有关?
成本与实力
决定是否雇用一个角色时,主要需要考虑两个因素:
- 成本
- 招募费用
- 日薪
- 实力
- 属性数值
- 可能出现的特性
- 可能出现的天赋
其他次要因素也会影响成本与实力。例如,新兵自带的装备如果派不上用场,只能转手卖掉,实际招募成本就更高;如果本来就打算买这些装备,招募费用便可视为部分抵消了装备开支。同样,实力也取决于升级时的属性随机值和天赋,但这些是随机的,无法在招募前据此作决定。
不过,有些背景不会出现特定的特性或天赋。这里不逐一列出这些限制;通常,特性质量与价格有关。有时可以通过称号推测某项特性,但具有相关特性不一定就会获得称号。付费试用可以揭示新兵的全部特性,详见应该先试用新兵吗?。
游戏阶段、设置和玩法不同,对这些数值与比例的需求也会变化。但一般而言,同样的成本当然应尽量换来更强的实力。最强的背景通常性价比较低;有些不错的背景性价比很高,而不少中等或较弱背景的性价比反而不佳。因此,弄清每种背景的价格能换来什么,能显著改善招募效果。
招募费用如何计算?
招募费用由以下因素决定:
- 出身
- 装备
- 等级
背景决定基础招募费用:最差的背景为 30,最好的背景约为 150。剑术大师是个例外,基础费用高达 400!
装备费用按基础价值的 1.25 倍计算,与定居点售价相比偏高。等级费用按以下公式计算:500 x(等级 – 1)^ 1.5。由于可招募者等级介于 1 至 5 之间,额外费用范围为 0 至 3,000。
新兵日薪如何计算?
日薪由以下因素决定:
- 出身
- 随机倍率
- 等级
- 其他因素(特性、事件)
计算等级因素时,需要区分:
- 前 11 级
- 老兵等级
每种背景都有基础日薪,范围为 3 至 35。
基础值先乘以一个介于 90% 和 110% 之间的随机倍率。
前 11 级再乘以 1.1 ^(等级 – 1),对应倍率从 1 到 2.6。之后的等级采用另一套增长较慢的公式:以 11 级时的工资为基础,再乘以 1.03 ^(等级 – 11)。例如,不计其他修正,一名 11 级流浪骑士的日薪为 91;到 21 级时,日薪为 122。
孤狼起源的玩家角色不需要工资。
应该按定位招人,还是因材施教?
这个问题概括了两种招募思路。每种背景都有长处和短板。例如,逃兵不可能拥有出色的意志,因此减少他承受的不利意志检定,尤其是避免被包围,并把他放在后排,可能是不错的办法。但如果队伍已经缺乏能顶住前排的人,招募低意志背景就未必合适。反过来说,若新兵价格优惠,为何不顺势调整队伍来适应他?尤其当他确实是个好苗子时。
两种思路可以结合,有时它们本来就会自然重合。例如,盗贼的基础先攻和防御较高,很适合选择闪避特长,通常也适合快速、灵巧的前排培养方案。同时,他们的实力与成本之比非常出色,因此几乎总值得招募。
培养方案章节会更详细地讨论这些问题。以下内容则侧重于频繁招募、淘汰不合适人选的玩法。
哪些可招募背景性价比最高?
以下背景能用较少的钱,换来较高的属性和潜力:
- 可拥有最高的基础疲劳上限,基础生命值也极高,类似农场帮工,但意志好得多
- 防御属性属于最差的一档
- 不一定便宜
- 升级较慢(速度为 85%)
以下几种背景的性价比稍低一些,但也值得列入考虑:
最后这些背景的潜力较低,但仍可能很便宜:
哪些可招募背景实力最强?
不考虑价格时,以下背景实力最强,而且基本不会出现负面特性。
还有一个值得考虑的背景是剑术大师。剑术大师最终会获得年迈特性,损失一些核心属性,但“北境勇士”DLC 加入了一件能移除该特性的传奇物品。因此,建议招募一人,尽管要找到便宜的剑术大师并不容易。剑术大师在所有背景中拥有最高的初始近战命中和近战防御,战斗表现因此有保障。他们不会获得远程命中天赋。
应该先试用新兵吗?
试用可以揭示新兵的特性,费用取以下两项中较低的一项:
- 招募费用 − 25
- 25 + 招募费用 × 0.1
简单来说,对大多数新兵(招募费用 > 55),试用费约为招募费用的 10%。关于招募费用包含哪些项目,参见成本与实力。
试用只揭示新兵实力的一部分,是否有价值取决于他拥有怎样的特性,数量可能为 0 至 2 项。由于属性随机值和天赋也占很大比重,试用的价值至少值得商榷。它更适合在已有强大战团后,用于筛选中等或廉价背景,寻找优秀特性并避开负面特性。这是因为,较弱背景的新兵若想替换老兵,特性、属性和天赋都得足够好。高级背景通常不会出现负面特性,因此试用他们的意义更小。
如果资金不足以雇下所有想要的人选,也可以先使用试用。
升级
特长
培养方案
装备
如何获得红装?
红装是最好的普通武器、护甲和盾牌的强化版本。除视野与射程外,各项参数都可能提高,也可能增加新的参数;究竟强化了哪些属性、强化到什么程度,决定了这件红装的价值与作用。
目前主要有四种获取来源:
敌方据点(藏身处)

一个藏有两件红装的据点
同一个据点最多可藏有两件红装,摧毁据点后即可获得。据点拥有红装的概率会随以下因素提高:
- 规模(资源)
- 与最近定居点的距离
远离文明、规模庞大的营地最可能藏有红装。概率可以从 0%(甚至负数!)到 60% 或更高。据点在地图上生成时,具体数值会记录在日志中,位置为 ...\Documents\Battle Brothers。
难度评级为
和
的摧毁据点委托,会移除据点中原有的红装。虽然有少数例外,但如果目标据点很可能藏有红装,通常最好避免接取难度低于
的委托。
酒馆传闻可能指向藏有红装的据点。传闻会提示物品种类、占据据点的敌人类型,以及寻找该据点的大致方向。传闻不会凭空添加一件红装,只会揭示本就存在的物品。
阵营专属红装只能在该阵营的据点或冠军敌人身上找到。
生成的地图布局保存在地图种子中。使用同一个地图种子开始新战役,会生成相同的地图,包括据点及其中的红装,除非 MOD 改变了存档结构。
冠军敌人(北境勇士)

一名冠军级地精伏击手
冠军敌人与普通敌人的关系,就像红装与普通物品的关系。冠军总会携带一件红装,从符合其阵营或偏好的专属列表中随机选择。
除地精外,只有最高阶敌人能成为冠军,各类敌人都有固定的基础出现概率。不过,以下因素可以改变概率:
- 委托难度
- 天数 < 101: −1% 概率
大多数敌人成为冠军的基础概率只有 1%,因此在第 101 天之前,冠军不仅少见,有时甚至根本不会出现。针对地精、难度为
的委托最可能生成至少一名冠军;考虑到地精游击兵和地精伏击手很常见,也可能出现更多。
专门商店

一家出售五件红装的商店
除市场外,所有商店都有小概率在有限时间内出售一些红装。这些商品最多保留 3 天,直到商店补货,或被某种当地状况强制刷新库存。
以下商店会出售不受阵营限制的红装:
因此,不同商店可提供的红装种类数量不同。每一种类先进行筛选判定,被选中后再作一次判定,决定是否上架。各商店的种类筛选概率如下:
- 武器匠: 30%
- 弓弩匠: 50%
- 制甲师: 33%
这使不同物品类别的供应保持一定平衡。
接着,每件被选中的物品都会进行上架判定。每类红装的基础稀有度为 1%。系统会进行三次 0-100 范围内的随机判定,并与稀有度比较。当地状况会调整随机数范围。正面状况可以扩大范围,提高商店出售更多物品,包括红装的可能性。这些状况包括:
相反,多种负面状况会缩小范围,几乎让商店完全无法出现红装。
事件
需要一名历史学者,奖励才会变成红装,即一面红装盾牌。除兽人和亡灵款式外,其他种类都可能获得。
- 可疑人物兜售地图(揭示一个藏有红装的据点)
没有历史学者时,不一定能看懂地图。
根据对话选择,会奖励红装斧、红装长矛、狼盔或硬皮甲中的一种。
根据对话选择,有 1/6 的概率获得一把红装匕首。
要获得红装卡塔尔匕首,需要一名肚皮舞者。
要获得红装弩,需要一名猎巫人。
- 倒戈(从限定列表中随机获得一件红装)
- 神谕(红装匕首)
- 林中人(红装匕首)
- 遇险商人(可能揭示一个藏有红装的亡灵据点)
- 斯巴达克斯(可能揭示一个藏有红装的亡灵据点)
战斗
世界地图
《战场兄弟》既重视战斗战术,也重视战团管理。在世界地图上旅行时,你需要作出战略决策;这些决策会影响队伍成长,以及接下来遭遇的类型与难度。
战团抱负
战团抱负是前期提高声望最有效的途径。委托报酬会随声望增加,详见委托报酬有多少?,因此应优先选择并完成战团抱负。通常,每项战团抱负只能完成一次。
前期应该选择什么战团抱负?
仔细安排战团抱负,可以接连完成它们,积累大量声望。有些战团抱负随时都能完成;另一些如果在出现并被选中之前,条件就已达成,之后便不会再出现。因此,选择哪项战团抱负取决于多种因素,判断接下来可能发生什么、何时发生,是作出正确选择的关键。
前期完成战团抱负,不只是为了提高声望,也是为了通过“达到专业声望”这一战团抱负解锁贵族委托。以下是一套建议顺序,帮助你尽快达到这个目标。
- 与一个平民阵营达到“友好”关系
- 战团至少拥有 12 人
- 拥有至少 2,000 克朗(战旗)
- 发现一处遗迹或敌对营地,并将其摧毁
- 让一名成员拥有“重振士气”特长
- 赢得一场对抗至少 12 名敌人的战斗
- 声望达到“专业”(1,050)
这里有意略去了“拜访所有定居点”战团抱负,因为地图上几乎总有至少一个定居点非常难抵达,前往那里会浪费宝贵的时间与资源。如果你的地图没有这种情况,则可以在任意阶段选择该战团抱负。
| 战团抱负 | 无法选择的条件 |
|---|---|
| 1° 与一个平民阵营达到“友好”关系 | |
| 这可能是最容易完成的战团抱负,而且存在无法再选择它的条件,因此应优先接取。农民民兵起源开局就与一座城镇友好,所以无法选择此战团抱负。“友好”要求关系值 ≥ 70。每次成功完成委托,与当地定居点的关系都会 +10,基础关系为 50。注意,委托谈判可能降低关系,详见该不该谈判争取更高报酬?。 | 已与一座定居点达到友好关系 |
| 2° 战团至少拥有 12 人 | |
| 将其排在第二位有争议,因为有些玩家会刻意维持小队规模,以降低委托难度,详见哪些因素影响委托难度?。不过,尽快扩充到 12 人会加快经验、装备与资金的积累。战团已有 12 人时,这项战团抱负就不会出现,所以想接到它,必须暂时保持低于这个人数。农民民兵起源不会获得此战团抱负,而是获得另一项要求 16 人的战团抱负。 | 战团已有 12 人 农民民兵起源 |
| 3° 拥有至少 2,000 克朗(战旗) | |
| 这项战团抱负不但容易完成,前期也很实用,因为它会奖励战旗:一种略弱于长枪、但带有意志光环的武器。注意,由于战团抱负的处理方式,达成条件与实际完成之间可能存在延迟。工资支出可能让资金重新不足,关系每日衰减也可能让关系条件重新不满足。有时扎营可以缩短延迟,也可以下载一个修复补丁[3]。战旗实际花费为 1,000 克朗。务必留出一个空物品栏位,否则战团抱负无法完成!看起来,如果战旗丢失,这项战团抱负还能再次接取。 | |
| 4° 发现一处遗迹或敌对营地,并将其摧毁 | |
| 这项战团抱负较难,因为前期不好找到有把握攻下的营地。但它同样存在错过条件,因此仍应较早选择。强盗与亡灵营地可能是合适目标,不过,如果与超过 12 名敌人作战,就会使相应的战斗战团抱负无法再选择。受委托摧毁的据点不计入此战团抱负,但可以与“发现地点”委托一起完成。 | 已摧毁过营地,且并非受委托所为 |
| 5° 让一名成员拥有“重振士气”特长 | |
| 到这时,一些佣兵应该已达到 4 级,可以选择重振士气。学会它的甚至不必是旗手或军士,任意一名新兵都行。这项战团抱负在 16 天之后才会出现,但可以事先选好特长。它的限制条件更接近解锁条件,因此若无法立刻完成,又担心错过其他限制更严的战团抱负,可以稍后再选。 | 尚未经过 16 天 尚未完成战旗战团抱负 |
| 6° 赢得一场对抗至少 12 名敌人的战斗 | |
| 前期很难在营地外找到至少 12 人的敌方队伍。最有可能的目标,是聚集了许多行尸的亡灵营地。高难度的守卫定居点委托也可能生成大批敌人。依靠数量作战的野兽群,例如巨蛛和食尸鬼,也有助于完成此战团抱负。若已击败过至少 12 名敌人,这项战团抱负就不会再出现,因此预料到大规模战斗时,可以提前选择。 | 已击败过至少 12 名敌人 尚未完成战旗战团抱负 |
| 7° 声望达到“专业”(1,050) | |
| 这是前期战团抱负的最终目标,完成后会解锁许多后续战团抱负。距离专业声望还有多远,取决于你的起源,以及已完成的委托与战斗数量。不同起源的初始声望可能低至 −100,也可能高达正值 200。贸易商队获得的声望只有一半。完成六项战团抱负可获得 600 声望。委托或战团抱负失败、取消委托或战团抱负、战败和撤退,都会降低声望。 | 完成的战团抱负少于 3 项 尚未完成战旗战团抱负 |
首月流程攻略(待定)
参考资料
英文原文
WORK IN PROGRESS (see the associated discussion on Steam)
Updated for the 'Warriors of the North' DLC.
Economy
Economy relates to the management of resources. In Battle Brothers, resources include
(the game currency),
,
,
and
. Mercenaries and equipment could also count as resources. But given their complexity, they will be studied on their own.
At the start of a new campaign, players can set the economic difficulty and starting funds. The effects of each setting is displayed in the tables below:
| Beginner 入门 | - | - | 200 | 500 | 150 |
|---|---|---|---|---|---|
| Veteran 老练 | - | - | 150 | 300 | 100 |
| Expert 专家 | - | - | 150 | 300 | 100 |
| Contract rewards | Selling prices | Deserters | |
|---|---|---|---|
| Beginner 入门 | 100% | 100% | |
| Veteran 老练 | 100% | 100% | |
| Expert 专家 | 90% | 90% | Leave with their equipment |
How do I make money?
A recurring problem, especially in the early game. Sources of income are quite obvious but effectively tapping into them can prove challenging:
- Contracts
- Trade
- Looting
- Raiding正在劫掠
- Events
To keep hard-earned money it's also important to manage expenses:
- Wages
- Purchases
Contracts
A main source of income throughout the whole game.
How much do they pay?
Contract payment scales with:
- Type
- Random modifier
- Difficulty rating (skulls)
- Renown
- Economic difficulty (see Economy)
- Negotiations谈判
The type variable is set for each contract according to its inherent difficulty. For example, the 'return item' contract has a value of 400 and the 'find artifact' contract has the highest value of 2,000.
The random modifier is a multiplier between 90% and 110%.
The difficulty rating gives a random multiplier inside a range. It is then raised to the power of 1.3:
Renown × 0.3% is used as a base raised to the power of 0.39. The result is another multiplier that cannot be lower than 1.35 (720 Renown) nor higher than 2.7 (4,256 Renown). The gains are very high with low Renown values and slowly become almost linear as it grows. There's another formula with smaller benefits but it's only used for a couple contracts ('deliver item' and 'discover location').
Renown has the biggest impact of all modifiers on contract payments so increasing it as quickly as possible should be a priority. Contrary to a popular belief, Renown has no effect on enemy strength but it can be used as a condition for some events. Here's a summary of what affects Renown:
| Battle Won | Camp Destroyed | Contract Completed | Ambition Completed |
|---|---|---|---|
| 5 | 10 | 25 | 100 |
| Daily Loss | Retreat 撤退 | Contract Poorly Handled | Contract Failed | Contract Canceled | Employer Betrayed |
|---|---|---|---|---|---|
| −2 | −15 | −25 | −75 | −100 | −200 |
Economic difficulty gives yet another multiplier. One contract ('big game hunt') gets an additional multiplier based on the difficulty rating. All delivery contracts also take distance traveled into account.
Should I negotiate for better payment?
<a class="w-mw-file-description w-image" href="https://static.wikia.nocookie.net/battlebrothers/images/c/c1/Negotiations_01.png/revision/latest?cb=20180830112023"><img alt="Negotiations screen" class="w-thumbimage" data-image-key="Negotiations_01.png" data-image-name="Negotiations 01.png" data-relevant="1" data-src="https://static.wikia.nocookie.net/battlebrothers/images/c/c1/Negotiations_01.png/revision/latest/scale-to-width-down/270?cb=20180830112023" decoding="async" height="243" loading="lazy" src="/wiki/media/0f89e0fb026c3e8469f7885fcd1a2352d5e2cd006015ee5284f0033cfe8b4ce9.webp" title="Negotiations 01.png" width="270"/></a> Negotiations screen
The short answer is: yes, but well and not too much.
Negotiations谈判 offer up to four options (besides accepting an offer or refusing a contract altogether):
- We need to be paid more for this (no special mode of payment)
- We need (more) payment in advance
- We need more payment once the work is done (only available if payment in advance is currently offered and cannot be selected two times in a row)
- We need to be paid (more) per head we return with (only available for contracts involving kills)
Out of these four options, only the first one gives a net gain on payment (for a slight relations关系 penalty of −0.5%). The other options just reallocate an initial sum. It is understandable in the case of an advance because after all, time is money. But the last two modes of payment are basically scams. Better avoid them! For the same reason, it's counterproductive to jump back and forth between modes (and unlikely to work at all) so stick to one.
When attempting to negotiate, the game first checks if the attempt is successful using an 'annoyance' variable. A random number between 3 and 6 is rolled and compared to a maximum tolerance valued at 9. If superior, the negotiations fail, resulting in a relations penalty (−2.5%) with the faction and removing the contract. So it's always safe to negotiate at least once, risky to do it twice (62.5% chance of success without knowing the previous roll), almost impossible to do it thrice and impossible to do it more. Asking for a payment in advance three times in a row (two if it's offered at the start) will always fail.
Even if the negotiation attempt does not fail, there's a chance the employer will refuse new terms. The base chance is 10% × annoyance (the sum of the random rolls).
These are the effects in case of a success:
| More | Advance | Completion | Heads |
|---|---|---|---|
| +3% to +10% of payment | +25% in advance & −25% on completion | +25% on completion & −25% in advance | various reallocation between completion and advance |
What influences contract difficulty?
Contract difficulty scales with:
- Type
- Difficulty rating (skulls)
- Roster strength
- Combat difficulty
Each type of contract has a base value that ranges from 40 to 200. It's multiplied by the other variables.
The difficulty rating gives a random multiplier inside a range.
The roster strength rates the power of the 12 or 14 (Peasant Militia农民民兵 origin) strongest characters in your party. Each character is valued at 10 + (level - 1) × 2. If the party contains less than 3 members, each character whatever his level adds +10 to the strength rating.
The following formula is used to calculate the final multiplier: 94% × (1% × roster strength) ^ 0.89. It cannot be lower than 0.75 (78 strength or about 8 level 1 characters) or higher than 5 (654 strength or about 12 level 21 characters). The result is then multiplied by the combat difficulty:
- Beginner = 85%
- Veteran = 100%
- Expert = 115%
The roster strength is potentially the most impactful variable. That's why some people recommend keeping a low number of men to reduce the difficulty of contracts. Each additional level 1 character before 12 or 14 (Peasant Militia origin) is worth 6 levels in strength.
The maximum number and type of enemies is limited by the spawn list used (the difficulty doesn't scale indefinitely).
Trade
Trade consists in buying goods to sell them at a profit. Trade potential is directly linked to a map layout (settlements and attached locations, terrain and roads) which makes it an unreliable source of income. The Trading Caravan贸易商队 origin improves trade profitability by giving better prices. Trade itself is (finances put aside) risk-free and as such quite useful in the early game when recruits, equipment and other sources of income are still weak.
How can I increase trade profitability?
Trade goods sell for their full worth (instead of 95% for Treasures and 15% for other items). But they are still subjected to prices variations. Obviously, bigger profits come from buying cheap, discounted goods and selling them at a premium rate. For each settlement, prices are affected by:
- Settlement type
- Number of attached locations
- Relations关系
- Situations
- Type of attached locations (trade goods locally produced or not)
- Origin
- Economic difficulty (see Economy)
The base price multiplier is defined by the settlement level:
- Level 1 (small): 95%
- Level 2 (medium): 102%
- Level 3 (large): 110%
To that value is added the number of attached locations × 3%. This number ranges from 3 to 8 (9-24%). It is therefore best to buy in small villages with few attached locations and sell in large developed cities.
Another number based on relations with the settlement (0-100) is added or subtracted to the base multiplier:
- Relations < 50: ± (50 − relations) × 0.6% for a range of 0-30% (added if buying, subtracted if selling)
- Relations > 50: ± (relations − 50) × 0.3% for a range of 0-15% (subtracted if buying, added if selling)
Negative relations are doubly as penalized as positive relations are rewarded. Seemingly, civilian relations is what counts for towns, noble relations for fortifications.
Settlement types and their locations as well as your relations with them have the biggest impact on prices. So it's a good idea to leverage these variables as much as possible to maximize profits. Situations can also greatly affect prices. Some multiply all prices while others just target a specific price or item type prices (see their page for details).
Trade goods prices differ depending on whether or not they are produced in the settlement:
- Locally produced
- Buying price: unchanged
- Selling price: 15%
- Not locally produced
- Buying price: 150%
- Selling price: 110%
This reflects the supply and demand economic model. If the location is destroyed, the goods are considered not produced anymore.
Origins can also affect prices:
- Beast Slayers猎兽者
- Buying price: 110%
- Selling price: 90%
- Trading Caravan贸易商队
- Buying price: 90%
- Selling price: 110%
Overall, Beast Slayers will make 20% less money with trade while the Trading Caravan will make 20% more.
The economic difficulty only modifies selling prices (90% for expert).
When do stocks replenish?
Shops resupply every 3 days but situations can force a restock.
How to effectively trade?
Player Drathnar has an interesting view on trade:
- I generally don't really find it that profitable to do trading just for trading's sake, unless your map has lots of places producing trade goods.Yes, you'll make some gold, but you also need to deduct daily wage and food expenses for the men for the time you need to travel to a proper city hall to sell those goods. Also very occasionally there are unfavorable settlement situations at your destination and no ready contract to clear them, which can really put a dent in one's plans for trade.
So usually what I do is I plan my next destination according to contracts I can pick up. But I do buy any trade goods in town which are cheap. Hopefully at some point, when I visit a City Hall settlement, I'll dump all my items and goods there.[1]
He follows up on the importance of managing inventory space to maximize earnings and avoid opportunity costs:
- As you progress through the game, foes will drop better gear and the benefit of trade goods needs to be compared whether it is worth occupying that slot. For example, you might buy Peat Bricks at 111G and sell for 131G at a City Hall, but if you're killing enough brigands and getting good loot, having that slot for say an extra Hatchet that you would have otherwise discarded would net you 37G extra gold. And Hatchets are of course just tier 1 weapons. If missing out on tier 2 weapons, the opportunity cost would be much larger.[1]
Looting
Looting is the process of attacking parties or locations for spoils. Treasures can be used or sold:
- Equipment
- Resources
- Valuable items
All items but trade goods (see the Trade section) sell for a fraction of their worth:
- Treasure: 95%
- Other items: 15%
In effect, for a same base value, 1 treasure is worth roughly 6 items. To the exception of the Lindwurm's Hoard which slain Lindwurms林德蠕龙 sometimes reward, treasure can only be found in locations. Tavern rumors can mention a location containing treasure.
Should I repair damaged equipment before selling it?
Selling Treasures can be more or less rewarding depending on its type and worth, the settlement where it is sold (see How can I increase trade profitability?). But the selling price of an item also depends, if it has any, on its durability. It means that weapons, shields, armor护甲 and helmets will sell for more if they're undamaged. To repair an item hold ALT and right click it.
Each
unit repairs 15 durability. Assuming a same
price, there are thus two parameters to account for in the calculation:
- Worth
- Maximum durability
The following table shows a list of equipment. The 'W/D' row represents worth per unit of durability. The 'W/20T@17%' row represents the return on a 20
stack investment for repairing and selling the item at 17% of its worth (default average selling price modifier in large settlements for expert economic difficulty). Values that are higher than what a 20
stack costs are a profit.
Items with a very low return, that is a W/D of less than 5 were removed from the table.
| Name | Worth | W/D | W/20T@17% |
|---|---|---|---|
| Heavy Crossbow重弩 | 3200 | 50 | 2550 |
| Noble Sword贵族长剑 | 3200 | 44.4 | 2267 |
| Shamshir舍施尔弯刀 | 2900 | 40.3 | 2054 |
| Fighting Axe战斧 | 3000 | 37.5 | 1913 |
| Fighting Spear战矛 | 2500 | 34.7 | 1771 |
| Bardiche长刃斧 | 2200 | 34.4 | 1753 |
| Crypt Cleaver墓穴斩刀 | 1600 | 33.3 | 1700 |
| Fencing Sword决斗刺剑 | 1550 | 32.3 | 1647 |
| Masterwork Bow名匠之弓 | 3500 | 31.8 | 1623 |
| Khopesh镰形剑 | 1300 | 31 | 1579 |
| Rhomphaia镰刃长剑 | 1300 | 31 | 1579 |
| Rusty Warblade锈蚀战刃 | 1600 | 30.8 | 1569 |
| Greatsword巨剑 | 2200 | 30.6 | 1558 |
| Greataxe巨斧 | 2400 | 30 | 1530 |
| War Bow战弓 | 2900 | 29 | 1479 |
| Warbrand长刃战刀 | 1800 | 28.1 | 1434 |
| Spiked Impaler刺桩重弩 | 2000 | 27.8 | 1417 |
| Longsword长剑 | 1600 | 26.7 | 1360 |
| Three-Headed Flail三头连枷 | 1600 | 26.7 | 1360 |
| Winged Mace翼刃钉锤 | 2100 | 26.3 | 1339 |
| Man Splitter劈人巨斧 | 1600 | 25 | 1275 |
| Warhammer破甲锤 | 2500 | 25 | 1275 |
| Military Cleaver军用斩刀 | 1900 | 23.8 | 1211 |
| Battle Standard战旗 | 1500 | 23.4 | 1195 |
| Head Chopper断头斩刀 | 1200 | 23.1 | 1177 |
| Arming Sword骑士单手剑 | 1250 | 22.3 | 1138 |
| Coat of Plates铁片战衣 | 7000 | 21.9 | 1116 |
| Heavy Rusty Axe锈蚀重斧 | 2000 | 20.8 | 1063 |
| Berserk Chain狂战锁链 | 1300 | 20.3 | 1036 |
| Ancient Sword古代长剑 | 850 | 20.2 | 1032 |
| Coat of Scales重鳞甲衣 | 6000 | 20 | 1020 |
| Gnarly Staff盘根木杖 | 500 | 20 | 1020 |
| Bladed Pike | 600 | 20 | 1020 |
| Jagged Pike锯齿长枪 | 800 | 20 | 1020 |
| Warscythe战镰 | 700 | 19.4 | 992 |
| Billhook钩镰 | 1400 | 19.4 | 992 |
| Flail | 1400 | 19.4 | 992 |
| Head Splitter裂颅斧 | 1200 | 18.8 | 956 |
| Heavy Lamellar Armor重型札甲 | 5000 | 17.5 | 895 |
| Sellsword's Armor佣兵甲 | 4500 | 17.3 | 883 |
| Cruel Falchion凶刃弯刀 | 900 | 17.3 | 883 |
| Scale Armor鳞甲 | 4000 | 16.7 | 850 |
| Long Axe | 1200 | 16.7 | 850 |
| Two-Handed Hammer双手战锤 | 2000 | 16.7 | 850 |
| Heraldic Hauberk纹章长身锁甲 | 4000 | 16 | 816 |
| Noble Mail贵族锁甲 | 2500 | 15.6 | 797 |
| Crossbow弩 | 750 | 15.6 | 797 |
| Decayed Coat of Plates朽坏板甲衣 | 4000 | 15.4 | 785 |
| Ancient Plated Scale Hauberk古代加板鳞甲 | 3200 | 15.2 | 777 |
| Two-Handed Flail双手连枷 | 1200 | 15 | 765 |
| Scimitar弯刀 | 700 | 14.6 | 744 |
| Pike长枪 | 900 | 14.1 | 717 |
| Ancient Plate Harness古代板甲 | 2800 | 14 | 714 |
| Barbute Helmet巴布特盔 | 2600 | 13.7 | 698 |
| Broken Pike | 350 | 13.5 | 687 |
| Decorated Full Helm华饰全覆盔 | 4000 | 13.3 | 680 |
| Two-Handed Flanged Mace双手棱头钉锤 | 1600 | 13.3 | 680 |
| Hand Axe | 900 | 13.2 | 675 |
| Lamellar Harness札甲 | 3000 | 13 | 665 |
| Hooked Blade钩刃 | 700 | 12.7 | 649 |
| Ancient Scale Coat古代鳞甲衣 | 2400 | 12.6 | 644 |
| Decayed Coat of Scales朽坏重鳞甲衣 | 3000 | 12.5 | 638 |
| Scramasax萨克斯长刀 | 700 | 12.5 | 638 |
| Spetum三尖矛 | 750 | 12.5 | 638 |
| Two-Handed Spiked Mace双手尖刺钉锤 | 900 | 12.5 | 638 |
| Two-Handed Mace双手钉锤 | 1000 | 12.5 | 638 |
| Boar Spear猎猪矛 | 750 | 11.7 | 598 |
| Full Helm全罩盔 | 3500 | 11.7 | 595 |
| Battle Whip战鞭 | 450 | 11.3 | 574 |
| Military Pick军用战镐 | 900 | 11.3 | 574 |
| Ancient Plated Mail Hauberk古代板式长身锁甲 | 2000 | 11.1 | 567 |
| Two-Handed Skull Hammer双手颅骨锤 | 1300 | 10.8 | 553 |
| Closed Flat Top with Mail锁甲封闭式平顶盔 | 3000 | 10.7 | 546 |
| Conic Helmet with Faceguard面甲锥形盔 | 3000 | 10.7 | 546 |
| Falchion阔刃刀 | 500 | 10.4 | 531 |
| Sallet Helmet萨莱特盔 | 1200 | 10 | 510 |
| Thorned Whip棘刺鞭 | 400 | 10 | 510 |
| Two-Handed Mallet双手木槌 | 500 | 10 | 510 |
| Conic Helmet with Closed Mail覆面锁甲锥形盔 | 2600 | 9.8 | 500 |
| Flat Top with Closed Mail覆面锁甲平顶盔 | 2600 | 9.8 | 500 |
| Nordic Helmet with Closed Mail覆面锁甲北境盔 | 2600 | 9.8 | 500 |
| Crude Axe粗制斧 | 800 | 9.8 | 498 |
| Reinforced Mail Hauberk加固长身锁甲 | 2000 | 9.5 | 486 |
| Goedendag尖头棒 | 600 | 9.4 | 478 |
| Blunt Cleaver钝刃斩刀 | 600 | 9.1 | 464 |
| Two-Handed Wooden Flail双手木连枷 | 500 | 8.9 | 455 |
| Kettle Hat with Closed Mail覆面锁甲铁笠盔 | 2200 | 8.8 | 449 |
| Footman's Armor步兵甲 | 1600 | 8.4 | 429 |
| Nasal Helmet with Closed Mail覆面锁甲护鼻盔 | 2000 | 8.3 | 425 |
| Broken Ancient Sword古代断剑 | 200 | 8.3 | 425 |
| Goblin Skewer地精尖矛 | 300 | 8.3 | 425 |
| Woodcutter's Axe伐木斧 | 400 | 8.3 | 425 |
| Morning Star晨星钉锤 | 600 | 8.3 | 425 |
| Axehammer斧锤 | 800 | 8.3 | 425 |
| Falx镰刃刀 | 245 | 8.2 | 417 |
| Reinforced Boondock Bow强化荒野短弓 | 500 | 8.1 | 411 |
| Rondel | 400 | 8 | 408 |
| Warfork战叉 | 400 | 8 | 408 |
| Notched Blade缺口短刃 | 350 | 8 | 406 |
| Decayed Great Helm朽坏重型大盔 | 2000 | 7.8 | 400 |
| Flat Top with Mail锁甲平顶盔 | 1800 | 7.8 | 399 |
| Light Scale Armor轻鳞甲 | 1300 | 7.6 | 390 |
| Reinforced Wooden Flail强化木连枷 | 300 | 7.5 | 383 |
| Light Crossbow轻弩 | 300 | 7.5 | 383 |
| Hunting Bow猎弓 | 600 | 7.5 | 383 |
| Shortsword短剑 | 350 | 7.3 | 372 |
| Kettle Hat with Mail锁甲铁笠盔 | 1500 | 7 | 356 |
| Closed and Padded Flat Top厚衬封闭式平顶盔 | 1250 | 6.9 | 354 |
| Ancient Breastplate古代胸甲 | 900 | 6.7 | 340 |
| Mail Hauberk长锁甲 | 1000 | 6.7 | 340 |
| Bascinet with Mail锁甲尖顶盔 | 1400 | 6.7 | 340 |
| Direwolf Mail Armor恐狼锁甲 | 900 | 6.4 | 328 |
| Nasal Helmet with Mail锁甲护鼻盔 | 1250 | 6.3 | 319 |
| Steppe Helmet with Mail锁甲草原盔 | 1250 | 6.3 | 319 |
| Decayed Full Helm朽坏全覆盔 | 1500 | 6.3 | 319 |
| Ancient Scale Harness古代鳞甲 | 750 | 6 | 306 |
| Decayed Reinforced Mail Hauberk朽坏加固长身锁甲 | 1000 | 5.9 | 300 |
| Closed Flat Top Helmet封闭式平顶盔 | 1000 | 5.9 | 300 |
| Leather Scale Armor皮鳞甲 | 800 | 5.7 | 291 |
| Ancient Honor Guard Helmet古代荣誉卫士盔 | 1000 | 5.6 | 283 |
| Decayed Closed Flat Top With Mail朽坏锁甲平顶盔 | 1250 | 5.4 | 277 |
| Padded Flat Top Helmet厚衬平顶盔 | 800 | 5.3 | 272 |
| Zweihander's Helmet双手剑士盔 | 850 | 5.3 | 271 |
| Thick Plated Barbarian Armor蛮族厚板甲 | 1200 | 5.2 | 266 |
| Heavy Horned Plate Helmet重型角饰板盔 | 1300 | 5.2 | 265 |
| Cudgel | 350 | 5.1 | 263 |
| Direwolf Hide Armor恐狼皮甲 | 500 | 5 | 255 |
| Mail Shirt锁甲衫 | 650 | 5 | 255 |
As can be seen from the data, weapons are the most profitable items to repair. They are followed by armor and then helmet. A Boar Spear猎猪矛 has the same return than a Full Helm全罩盔!
This table shows that attacking targets like Orcs兽人, soldiers, mercenaries佣兵 or in general any faction with high tier equipment is well worth it in terms of loot value. Beasts carry no equipment and will only leave Trophies that can be sold or used as crafting components.
Undamaged loot does not need repairing. In that case, worth is the only parameter determining profitability which benefits armor and helmets. That's why successfully retrieving undamaged armor from enemies is very rewarding. That can be done for both armor and helmets by using daggers Puncture, a skill that completely ignores armor. And to retrieve armor only, by using flails Lash, a skill that directly targets the head.
Drop conditions
Items that belonged to slain enemies are not always found as loot. There are several conditions for an item to drop:
- Can be looted
- Not in the bag (enemy throwing weapons)
- Belonged to the player or an enemy (not an ally) killed by the player
- Enough durability left
- Weapon: > 11 (ammo > 0 for throwing weapons)
- Shield: > 5 & >= 25%
- Armor: > 30 & >= 25%
- Helmet: > 30 & >= 25%
- Successfully rolled
- Weapon: 90%
- Shield: 90%
- Helmet: 70%
The Northern Raiders北境劫掠者 origin gives an additional 15% chance to loot items even if some of the conditions aren't met (varies with the item type). If the item belonged to the player, durability conditions can be reduced or removed and there's no roll. Named and Legendary Items always drop. A bug will sometimes prevent armor (and maybe other items) from being awarded even if the conditions were met. If a looted item that cannot be swapped in battle (armor) has more than 66% of its maximum durability, there's a 50% chance that its durability will be set to a value comprised between the durability and 35% of the maximum durability.
Enemy weapons can apparently be more or less damaged at the start of a battle but they never lose durability during battle (and never break). It's always possible to know, after having killed its owner, if an item was destroyed or not by checking what has been left on the ground. If the item is there, it will show up as loot at the end of a successful battle (unless it was picked from the ground).
Raiding正在劫掠
Events
Events can also reward loot, for example:
Expenses
Cutting expenses is another reliable way to stay financially healthy. But some expenses are hard to reduce. There are two main sources of expenses:
- Purchases
- Wages
Purchases
Purchases cover everything that's bought from Supplies to other items like Weapons and Armor护甲 and upfront payment (which depends on Level等级 and equipment) for recruits. That first item of expenditure is highest in the early game when fresh members need equipment. That is when investing ensures that you will not otherwise spend more later.
Armor护甲 is the most difficult item to loot in the early game because low level recruits cannot afford to puncture enemies and get injured or even killed in the process. That's why buying cost effective Armor护甲 like Padded Leather衬垫皮甲 with the starting funds is a sound choice.
Later in the game, premium Character Backgrounds like Hedge Knights can be hired. They most often come with high tier Armor护甲 and Weapons. Recruiting them means buying equipment.
Weapons are easier to get than Armor护甲 because hitting the enemy won't damage them. Player Gazomierz gives good advice on that matter:
- Another reason not to buy stuff is rather simple, most of it can be looted. You can equip your entire band with mail [armor] and tier[]2 weapons on raiders alone. And that's what you should aim for.[2]
— Player Gazomierz
Damaged items have a reduced price. Is it worth it to buy them? In order to know, use the table provided in the Loot section. The higher the Worth per Durability, the more interesting it is.
Besides equipment, purchases include Supplies:
- Provisions口粮
- Tools and Supplies工具与修缮物资
- Ammunition弹药
- Medical Supplies医疗物资
Provisions口粮 are the only vital resource. This item of expenditure cannot really be saved upon or people will get Angry and desert the company. The amount that's needed can only be reduced by dismissing mercenaries or by buying cheaper types of Provisions口粮 like Ground Grain.
Tools and Supplies can be a major item of expenditure if enemies keep hitting party members and if the player keeps repairing damaged equipment. On that subject, Gazomierz has some insight:
- It's not really worth it to repair most of low tier gear as it's just so easy to replace it. Use one weapon, once it brakes switch to the next one.[2]
— Player Gazomierz
This can be said for Armor护甲 as well once the player feels comfortable enough to get regular replacements from enemies by using Daggers Puncture or Flails Lash skill.
- With [armor] it's a bit more tricky. You don't loot as much of it as you loot weapons. But if you have spare suits of low tier [armor] you can do the same thing. Just switch when it gets low. You're aiming at mail anyway, so [until] that just try to minimize [usage] of tools.[2]
— Player Gazomierz
Getting hit will not only damage equipment but may also cause Temporary Injuries if enough damage to Hit Points has been dealt. They can only be healed by Medical Supplies. Each day spent healing requires 1
. These Temporary Injuries can really incapacitate a mercenary for a long time, enough that dismissing him could be a safe financial choice.
Temporary Injuries and the costs they incur can be avoided by increasing Hit Points on Level等级 up or with Perks特长 like Colossus.
Ammunition expenses can rise up fast if several recruits are using Bows with Quick Shot. It is advised to mostly stick to Crossbows in the early game and slowly switch as the campaign progresses. Crossbows have better aim and use only 1
per attack.
Last but not least, Taverns will provide services for a fee. It's usually not worth it in the beginning to pay for those. Drinks will increase Morale士气 but only for a short time until it goes back to normal.
Wages
Wages can go out of hand quickly if left unchecked. The Roster size, the Character Backgrounds and their Level等级, the Greedy Trait and related Events define how high the wages will be.
Only 12 mercenaries can join a battle. So, keeping a count that is close to this number in the early stages of a campaign will do financial wonders. Not only in terms of wages but also in terms of Provisions口粮 consumed because each character requires 2 (?)
per day.
Roster
How are mercenaries recruited?
Two ways:
- In settlements for a fee
- Via events for free
Always save at least one free spot in your party (unless playing Lone Wolf孤狼) in case an event triggers and if not, just to keep hiring new characters and replace the weakest link.
What backgrounds should I recruit?
Start with the backgrounds page for base information and answers to questions not examined here such as:
- What attribute scores can each background get, how do they rate and compare?
- Where can I find a specific background?
- Which events are associated with a specific background?
Cost and power
There are two main variables to consider when deciding on whether or not to hire a character:
- Cost
- Hiring fee雇佣费用
- Daily upkeep
- Power
- Attribute scores
- Possible traits
- Possible talents
Other secondary variables influence those. For example, true cost is higher if the equipment the recruit brought is useless and ends up being sold back. The cost is in part recovered if the equipment was to be bought anyway. Likewise, power depends on attribute rolls on level up and talents. But those are random and cannot be used as a basis to make a decision.
That said, specific traits and talents can be excluded for a particular background. These exclusions are not listed in full here but usually, trait quality is correlated to cost. One trait can be guessed through a given title (but having an eligible trait doesn't necessarily give a title). All possessed traits can be revealed for a fee with the try-out option (see the Should I try a recruit out? section).
Depending on the game stage, settings and play style, desired value ranges and ratios for these variables change. But as a rule, it’s obviously better to look for the most power for the cost. The most powerful backgrounds have an unfavorable ratio. Several good backgrounds have a favorable ratio while many average or poor backgrounds have an unfavorable ratio. Knowing what each offer for the price is therefore an excellent way to get better results.
How is a recruit hiring cost calculated?
The hiring cost depends on several variables:
- Background
- Equipment
- Level等级
The background defines a base hiring cost going from 30 for the worst ones up to around 150 for the best ones. Swordmasters are an exception with a base cost of 400!
The cost of equipment is set at 1.25 its base value. It is on the high side if compared to settlement prices. Levels are valued thus: 500 x (level – 1) ^ 1.5. With a possible range of 1 to 5, the additional cost goes from 0 to 3,000.
How is a recruit daily wages calculated?
Upkeep depends on the following variables:
- Background
- Random multiplier
- Levels
- Various (traits, events)
For levels, a distinction must be made between:
- The first 11 levels
- Veteran levels
Each background has a base daily cost which ranges from 3 to 35.
This base value is multiplied by a random number between 90% and 110%.
The result is then multiplied by 1.1 ^ (level – 1) for the first 11 levels (1 to 2.6 multiplier). Additional levels follow another, less costly formula. The cost of 11 levels is taken as a base and multiplied by 1.03 ^ (level – 11). For example, a level 11 Hedge Knight costs, with no other modifiers, 91. And on level 21, he costs 122 in daily upkeep.
The player character (Lone Wolf origin) doesn’t need any wages.
Should I recruit backgrounds to fit a role or make with what I get?
This question summarizes two approaches to recruiting. Backgrounds each have strengths and weaknesses. For example, a Deserter逃兵 will never get outstanding Resolve. Therefore, limiting negative Resolve checks (mostly from being surrounded) and positioning him in the back line is probably a good idea. But if the team is already lacking people to hold the front hiring a low Resolve background is probably not a good idea. However, if the recruit is at a discount why not just roll with it and adapt your team around it, especially if it's a great hire?
Both approaches can be combined. Sometimes, they naturally are. For example, Thieves have a high base Initiative and Defenses and make great candidates for the Dodge perk and generally swift, nimble front builds. At the same time, they have an excellent power per cost ratio and for that reason are almost always worth hiring.
These matters will be covered in more details in the builds section. The following sections are orientated towards an aggressive hire and dismiss style.
Which are the most cost-effective backgrounds for hire?
These are the backgrounds that offer the most stats and potential for the money:
- Best possible bargain but base upkeep was increased to 13 to reflect that
- Cannot get a talent in Ranged Skill
- Highest possible base Fatigue and very high base Hitpoints (like Farmhands but with much better Resolve)
- Some of the worst Defense scores
- Not always cheap
- Levels up slowly (85% rate)
- Sellsword's Defense levels
- Second best base Initiative of hirable backgrounds
Another set of backgrounds with slightly lower ratios rounds up the list:
- Very low upkeep
- Well-rounded stats (versatile) and high base Melee Skill
- Very high base Fatigue and Hitpoints
- Cheap and easy to find
- Low Resolve
These last backgrounds do not have as much potential but they can still be cheap:
- Caravan Hand商队杂工
- Graverobber盗墓贼
- Houndmaster驯犬师
- Cultist邪教徒
- Gambler赌徒
- Gravedigger掘墓人
- Flagellant苦修者
- Ratcatcher捕鼠人 (net)
Which are the most powerful backgrounds for hire?
Cost aside, these backgrounds are the most powerful. They are mostly free from bad traits.
- Great attribute scores everywhere it matters
- Cannot get talents in Initiative or Ranged Skill
- Usually very expensive but the equipment can be useful
- Good attribute scores everywhere it matters
- Best possible base Resolve
- Low upkeep for the power
A last background to consider is Swordmaster剑术大师. Swordmasters eventually get the Old trait and lose on core attributes but the WotN DLC introduced a legendary item to remove it. Hiring one is then recommended even though finding a cheap Swordmaster can prove difficult. Swordmasters have the highest starting Melee Skill and Defense of all backgrounds so they’re guaranteed to perform well in combat. They cannot get a talent in Ranged Skill.
Should I try a recruit out?
The try-out option reveals a recruit traits for a fee of whichever is lowest between:
- hiring cost − 25
- 25 + hiring cost × 0.1
To simplify, for most recruits (hiring cost > 55), this fee is roughly 10% of the hiring cost (see the Cost and power section for information about what's included in this cost).
Try-out reveals one part of the recruit power equation. Whether or not it ends up mattering depends on what traits the recruit got (0 to 2). Since attribute rolls and talents are a big part of the equation the value of this option is at the very least problematic. It should mostly be used to find great traits and to avoid bad ones on average or cheap backgrounds when a strong team has already been built. The idea being that new recruits of lesser backgrounds would need all of traits, attributes and talents to take the spot of a veteran. Premium backgrounds cannot usually get bad traits which further limits the usefulness of trying them out.
Try-out can also be used when lacking the money to hire all desired recruits.
Leveling
Perks特长
Builds
Equipment
How can I get named items?
Named items are stronger versions of the best normal weapons, armors and shields. All parameters (except Vision and Range) can be improved and new ones added but which ones are and with what values will determine how good and influential the named item is.
There are currently four main sources to acquire them from:
Enemy locations (hideouts)
<a class="w-mw-file-description w-image" href="https://static.wikia.nocookie.net/battlebrothers/images/4/47/Loot_two_named.png/revision/latest?cb=20180914161038"><img alt="A location with two named items" class="w-thumbimage" data-image-key="Loot_two_named.png" data-image-name="Loot two named.png" data-relevant="1" data-src="https://static.wikia.nocookie.net/battlebrothers/images/4/47/Loot_two_named.png/revision/latest/scale-to-width-down/270?cb=20180914161038" decoding="async" height="203" loading="lazy" src="/wiki/media/462a9524a736969ca343b6aeb9a24bcb53f01d0928d70a78ba0465ab18112377.webp" title="Loot two named.png" width="270"/></a> A location with two named items
Up to two named items can be found in a same location and retrieved after destroying it. The chance for a location to hold named items increases with the location:
- Size (resources)
- Distance to the nearest settlement
Huge camps built far from civilization are most likely to contain a named item. The chances can range from 0% (and even negative numbers!) to 60% or more. The exact numbers are displayed in the log (...\Documents\Battle Brothers) when a location spawns on the map.
Contracts to destroy a location with
and
ratings remove the named items they may contain. There are a few exceptions to this rule but it's generally safer to avoid taking anything less than a
contract if the location to be destroyed is likely to contain a named item.
Tavern Rumors can point to locations with a named item. They will give out hints about the type of item that can be found there as well as the kind of enemies that occupy it. And they will give a general direction by which to find the location. The rumor doesn't add a new named item to the location but simply reveals it.
Named items belonging to a faction can only be found in locations and on champions of that faction.
Generated map layouts are stored in map seeds. Starting a new campaign with a same map seed will always generate the same map including locations and their named items (unless the save structure is modified by mods).
Champions (WotN)
<a class="w-mw-file-description w-image" href="https://static.wikia.nocookie.net/battlebrothers/images/4/42/Champion_in_battle.jpg/revision/latest?cb=20190629205526"><img alt="A champion ambusher" class="w-thumbimage" data-image-key="Champion_in_battle.jpg" data-image-name="Champion in battle.jpg" data-relevant="1" data-src="https://static.wikia.nocookie.net/battlebrothers/images/4/42/Champion_in_battle.jpg/revision/latest/scale-to-width-down/270?cb=20190629205526" decoding="async" height="169" loading="lazy" src="/wiki/media/b39f554c9eef2a4b977ba458fdf6c67df26debf2a6d8d9f4697644495c6b78d5.webp" title="Champion in battle.jpg" width="270"/></a> A champion ambusher
Champions are to common enemies what named items are to normal items. They always carry one named item randomly selected among a custom list that reflects their faction or their preferences.
Only top tier enemies can become champions (excluding Goblins地精) and each of them has a set chance of becoming one. But that chance can be modified by:
- Contract difficulty
- Days < 101: −1% chance
Since most champions get a base 1% chance it's quite difficult to see many if not any before day 101. Contracts of
difficulty against Goblins are most likely to generate at least one champion and probably more given how common skirmishers and ambushers are.
Specialized shops
<a class="w-mw-file-description w-image" href="https://static.wikia.nocookie.net/battlebrothers/images/6/64/Shop_five_named.png/revision/latest?cb=20190128122642"><img alt="A shop with five named items" class="w-thumbimage" data-image-key="Shop_five_named.png" data-image-name="Shop five named.png" data-relevant="1" data-src="https://static.wikia.nocookie.net/battlebrothers/images/6/64/Shop_five_named.png/revision/latest/scale-to-width-down/270?cb=20190128122642" decoding="async" height="203" loading="lazy" src="/wiki/media/6a94e6e15afe9d1cb506b751f987a8fe2daff48a979bb557f8cbd8a95ae719d7.webp" title="Shop five named.png" width="270"/></a> A shop with five named items
All shops excluding the market have a slight chance to sell a number of named items for a limited period of time which can extend to 3 days before the shop replenishes its stock or gets forcibly restocked by a settlement situation.
The following shops will sell named items that are not restricted to a faction:
- Weaponsmith武器匠: all named melee weapons (but not named shields)
- Fletcher弓弩匠: all named ranged weapons
- Armorer制甲师: all named armors and named helmets (excluding the Lindwurm set)
- Alchemist炼金工坊: named handgonne
So shops have more or less named item types to offer. Each type has a chance to be selected for another check that will determine if it is available for sale. Each type rolls for selection according to its shop:
- Weaponsmith: 30%
- Fletcher: 50%
- Armorer: 33%
This ensures some balance in what is offered between all item categories.
After that, each selected item rolls for availability. The base rarity for a named item type is 1%. Three 0-100 rolls are made and checked against the rarity. The rolls range is modified by settlement situations. Positive situations can increase the range and the likelihood that shops will offer more (named) items. These are:
On the contrary, several negative situations decrease the range and almost always prevent named items from appearing in shops at all.
Events
Some 一些events can reward named items. See their respective page for details:
A Historian历史学者 is needed for the item to be named (a named shield). All types but the Orc and Undead kind can be acquired.
- Shady Character Offers Map (reveals a location containing a named item)
Without a Historian历史学者 the map will not always be readable.
Depending on dialog choices, it will either reward a named axe, a named spear, a wolf helmet or a hardened leather armor.
Depending on dialog choices, it will reward a named dagger with a 1 in 6 chance.
Depending on dialog choices, it will either reward a named dagger, a studded mail armor or a named greatsword.
To gain a named qatal dagger you need a Belly Dancer肚皮舞者.
To gain a named crossbow you need a Witchhunter猎巫人
- Changing Sides (random named item among a limited list)
- Oracle (named dagger)
- Man in Forest (named dagger)
- Merchant in Distress (can reveal an Undead location containing a named item)
- Spartacus (can reveal an Undead location containing a named item)
Combat
Worldmap
Battle Brothers is as much combat tactics than company management. While traveling on the worldmap, strategic decisions must be made that will affect the progression of the team and the type and difficulty of the next encounters.
Ambitions
Ambitions are the most efficient way to improve renown in the early game. Since contract payment increases with renown (see How much do [contracts] pay?), taking and fulfilling ambitions should be a priority. Normally, each ambition can only be completed once.
What ambition should I pick in the early game?
Carefully choosing ambitions will help chain them and rake in renown. Some ambitions can be completed at all times while others will be locked if their conditions were met before they were offered and selected. Deciding on what ambition to take thus depends on several factors. Predicting what's likely to occur and when is key to making the right decision.
The goal of early game ambitions is not only to increase renown but to unlock noble contracts with the Reach 'Professional' Renown ambition. The following is a suggestion on what ambition to choose and in what order to reach that point as quickly as possible.
- Get to 'Friendly' relations with a civilian faction与一个平民势力达到“友好”关系
- Have a roster of at least 12 men战团人数达到至少12人
- Have at least 2,000 crowns (Battle Standard)
- Discover a ruin or hostile camp, and destroy it
- Have one man with the 'Rally the Troops' perk
- Win a battle against 12 or more enemies赢得一场对阵至少12名敌人的战斗
- Reach 'Professional' renown (1,050)
The Visit All Settlements ambition was intentionally left out because there's almost always at least one settlement that is very hard to reach and to do so would waste precious time and resources. In case it were not, the ambition could be selected at any point.
| Ambition 战团抱负 | Locking condition |
|---|---|
| 1° Get to 'Friendly' relations with a civilian faction | |
| Probably the easiest ambition to complete. And since it does have a locking condition, it should be taken first. The Peasant Militia origin starts with a friendly town so it cannot take this ambition. Friendly means a relations rating ≥ 70. Each successfully completed contract gives +10 relations with the settlement (base is 50). Note that negotiating contracts can decrease relations (see Should I negotiate for better payment?). | Friendly with a settlement |
| 2° Have a roster of at least 12 men | |
| Debatable as a second because some players intentionally keep a small roster to reduce contract difficulty (see What influences contract difficulty?). That said, going to 12 as soon as possible will fasten progression (experience, equipment and monetary gains). The ambition will be locked if the roster already has 12 men so be sure to stay under that number to access this ambition. The Peasant Militia origin doesn't get this ambition but another with a 16 men requirement. | Roster of 12 Peasant Militia 农民民兵 |
| 3° Have at least 2,000 crowns (Battle Standard) | |
| This ambition is not only easy to fulfill it's also very useful in the early game because it rewards the Battle Standard战旗, a slightly weaker Pike长枪 with a Resolve aura. Note that due to how ambitions are processed, there could be a delay between the fulfillment of the conditions and the actual completion of the ambition. This can be problematic because of wages and in the case of relations because of their daily decay. Camping will sometimes reduce the delays. Alternatively, a fix can be downloaded[3]. The actual cost for the Battle Standard is 1,000 crowns. Make sure to have a free inventory slot or the ambition won't complete! Seemingly, if the Standard is lost, the ambition can be taken again. | |
| 4° Discover a ruin or hostile camp, and destroy it | |
| This one is harder because finding camps that can be destroyed early on is tricky. But it should still be taken fairly early because it has a locking condition. Brigand and Undead camps would be likely targets though fighting more than 12 enemies would lock the ambition to do so. Location destroyed under contract do not count towards the fulfillment of the ambition. But you can combine it with the Discover Location contract. | Destroyed a camp (no contract) |
| 5° Have one man with the 'Rally the Troops' perk | |
| By that time, some of your mercenaries should have reached level 4 to pick Rally the Troops. It doesn't even have to be your standard bearer or your sergeant. Any recruit will do. This ambition will not appear before 16 days have passed but you can prepare for it by picking the perk before it does. Since locking conditions for this ambition are rather unlocking ones, it can be selected later if you are not able to complete it immediately and fear losing access to more restrictive ambitions. | Less than 16 days passed Banner ambition not done |
| 6° Win a battle against 12 or more enemies | |
| Finding 12 or more enemy groups outside of camps can prove difficult in the early game. The most probable target would be an Undead camp filled with Wiedergangers行尸. But contracts with higher rating to defend a settlement can spawn large groups of enemies. Parties of beasts that rely on number like Webknechts巨蛛 and Nachzehrers食尸鬼 can also help fulfill this ambition. Having defeated 12 or more enemies will lock this ambition so it could be selected earlier if big battles are expected. | Defeated 12 or more enemies Banner ambition not done |
| 7° Reach 'Professional' renown (1,050) | |
| This is the final goal of the early game ambitions. The one that will unlock a score of other ambitions to choose from later. How close you are to the Professional level will depend on what origin you chose and on the number of contracts and battles you completed. Origins may start with as low as −100 renown or with a positive 200 renown. The Trading Carvan earns only half renown. Six completed ambitions will give out 600 renown. Failing at or cancelling contracts and ambitions, losing battles and retreating will reduce renown. | Less than 3 ambitions done Banner ambition not done |












