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BATTLE BROTHERS WIKI

势力与关系

Factions and Relations

中文译文资料快照 2026-09-18 · 翻译与来源说明

中文译文

TavernDrinkingRound

游戏中有多个势力,并用 3 项指标表示战团的地位与名气:声望、声誉和关系。这些指标影响聚落及贵族家族对你的看法;只有这些势力能与你进行友好互动,例如提供委托、交易、治疗或港口旅行。

下文将详细说明这3项指标:

Asset business reputation
声望

声望
等级
声望
点数
背信弃义 -500
无能 -250
不可靠 -100
未知 0
广受认可 250
可靠 500
称职 750
专业 1050
信誉良好 1400
声名远扬 1800
伟大 2250
荣耀 2750
传说 3350
传奇 4000
无敌 8000
不朽 14000

声望代表战团作为职业佣兵的名气,反映人们对你能力与可靠程度的评价。声望越高,委托报酬越高,人们也越愿意把困难的委托交给你,同时敌人会投入更多资源来对付你。完成委托和赢得战斗会提高声望,失败则会降低声望。

新战役开始时,战团的初始声望介于 -100 至 200 之间,取决于所选起源。当前声望显示在势力与关系窗口顶部。

行为 声望变化
每日声望衰减 -3
从战斗中撤退 -15
草草完成委托 -25
委托失败 -75
取消委托 -100
在委托中背叛雇主 -200
赢得战斗 +5
摧毁一处地点 +10
完成委托 +25
完成抱负 +100

Asset moral reputation
声誉

声誉
等级
声誉
点数
令人畏惧 0 - 9
残酷 10 - 19
冷酷 20 - 29
恶名昭著 30 - 39
中立 40 - 59
仁慈 60 - 69
良好 70 - 79
骑士风范 80 - 89
圣洁 90 - 100

声誉反映世人如何评价战团过去的行事方式:你会善待敌人,还是焚烧农庄、屠杀平民?不同声誉可能带来不同类型的委托,也可能改变委托与事件的发展。

目前声誉的唯一作用是:

初始声誉通常为 50,具体取决于所选起源。

Relations
关系

关系
状态
关系
数值
敌对 0 - 9
威胁十足 10 - 19
不友善 20 - 29
冷淡 30 - 39
中立 40 - 59
接纳 60 - 69
友好 70 - 79
十分友善 80 - 89
结盟 90 - 100
Relations2

每个聚落都有独立的关系条,与声望和声誉显示在同一界面。所有聚落的初始关系均为“中立”。

玩家的特定行为会提高或降低与各聚落的关系,详见下表。

良好的关系能改善市场价格:购买物品更便宜,出售物品的收入更高。

关系会逐渐向 50 回归,每天黎明时发生小幅变化,无论原先高于还是低于这一数值。因此,关系为“敌对”(0)的聚落,大约需要 40 天才能回升至“威胁”(10)。

设防聚落,包括设防庄园、城堡和要塞,完全隶属于贵族家族。与普通聚落不同,它们没有独立的关系条,而是直接使用你与所属贵族家族的关系作为本地关系,并据此决定价格。

行为 关系变化
在委托中背叛雇主 -100
攻击该势力 -30
敌对行动 -20
未能完成平民委托 -20
贵族委托失败 -10
取消委托 -10
轻微敌对行为 -10
委托议价失败 -2,5
击杀他们的1个单位 -0,5
关系超过50时的每日衰减 -0,25
在酒馆请在场的客人喝一杯 +0,1
关系低于50时的每日恢复 +0,25
贵族委托完成不佳 +2,5
平民委托完成不佳 +5
完成贵族委托 +5
完成平民委托 +10
帮他们一个忙 +15


没有防御工事的城镇

村庄及较大的城镇,统称为分布在世界地图上的人类平民聚落。村庄里主要住着农民、猎人、本地工匠和小商贩。村民通常依靠周围土地维生,再将农产品与制成品运到附近村镇的大市场出售。
遇到迫在眉睫的威胁时,普通居民会匆忙集合,拿起能找到的武器与护甲。这些临时民兵并非受过训练的士兵,装备和战斗经验都很有限;但为了守护仅有的家当与亲人,他们仍会奋力作战。敌对队伍接近聚落时,民兵便会集结,威胁解除后再解散。地方领袖也会雇用佣兵保护聚落,因此玩家常能在这里找到工作。

拥有村公所、镇公所或市政厅的平民聚落,主要负责与玩家交易、提供新兵和委托。自正式版 1.1 起,所有人类聚落都归属于某个贵族家族,抢先体验时期的独立聚落已不复存在。这些聚落会不时派出商队,与其他村镇交易货物。

敌军袭击村镇时,当地会组建民兵保卫家园与家人。这些民兵往往只是装备简陋的农夫,可能需要玩家援助。

  • 富裕城镇能派出的民兵,比贫穷城镇更多。
  • 每座城镇和村庄都有一个繁荣度等级。
  • 每支平安抵达聚落的商队,都会提高该聚落的繁荣度。
  • 繁荣的聚落可能拥有一名民兵队长。这位经验丰富的老兵能够为民兵提供士气加成。
  • 繁荣度越高的聚落,出售的装备越多,品质也越好。

兵种:


贵族家族与设防城镇

在历史上,大国往往由许多小领地和封邑组成,统治它们的贵族家族既竞争也合作。虽然这些小领地通常效忠同一位国王或最高统治者,却常在权力斗争中改换阵营、相互征战与算计。家族间的宿怨,恰好为不受领主束缚、可以选择高价委托的佣兵团提供了生存空间。
与《战场兄弟》中的许多内容一样,贵族家族会在每次新战役中随机生成。开发者希望各家族在外观和气质上都有鲜明差异,因此为每个家族设置了独特纹章、背景描述,以及一组随机生成的领袖。
贵族家族还拥有各自的纹章。开发者深入研究了中世纪纹章学,力求让设计真实可信,同时也加入适度的艺术处理,使纹章更醒目、更易辨认。

设防庄园、城堡和要塞分别归属于不同贵族家族,可通过旗帜辨认其主人。它们由强大的职业士兵驻守,这些士兵通常装备精良,会在周围搜寻伏击的强盗、野兽及其他威胁。设防聚落会派出巡逻队,保护家族领地内聚落之间的道路;若强盗等敌对队伍逼近城堡,也会出兵迎击。一座城堡通常还附属 1 座或更多瞭望塔,瞭望塔同样会派出巡逻队,或在敌人接近时出兵。

  • 要塞和城堡通常比小聚落提供更多装备和新兵。
  • 要塞和城堡出售更优质的军用装备,但价格也高得多。

兵种:

设防聚落不会像普通聚落那样提供常规委托;这里的委托由贵族家族发布。需要完成将声望提高至“专业”(1050)的战团抱负,才能解锁。

商队

商队分为两类:普通商队,在地图上直接称为商队;以及补给商队。

贸易商队

这种商队的守卫力量很薄弱。

  • 人类聚落会不时派出商队,前往其他聚落交易。
  • 没有正在执行的委托,且与商队出发聚落的关系较差时,玩家可用 Ctrl+单击攻击商队,通常需要关系处于“威胁”或更低等级。此时商队名称也会由白色变为红色。
  • 繁荣度的更多说明见上文。

兵种:

补给商队

补给商队属于贵族家族,护卫严密,可通过旗帜辨认其所属家族。

  • 仅在同一贵族家族控制的聚落之间往来。
  • 没有正在执行的委托,且与补给商队出发聚落的关系较差时,玩家可用 Ctrl+单击攻击它,通常需要关系处于“威胁”或更低等级。此时商队名称也会由白色变为红色。

兵种:


佣兵

与玩家战团一样,黑暗之地也有其他佣兵队伍靠承接委托谋生。
佣兵类型:


强盗

中世纪世界里,总有人因各种原因被社会抛弃。有的是罪犯,有的绝望而饥肠辘辘,还有的只是想远离地方当局、寻求自由。他们栖身于人类聚落周围的森林、丘陵和荒野,各自寻找生存之道。
这些流亡者通常避免正面对抗,更喜欢沿路伏击商队和落单旅人。大多数人会结成小团伙,搭建藏身处,将劫来的财物带回其中。
强盗或许吃不饱、装备也不好,但艰苦生活让他们成为强悍狡猾的战士。为了保命,他们会利用一切卑鄙手段和可乘之机。

强盗队伍由罪犯、饥民、落魄者,以及以自己的方式追求自由的人组成。他们住在人类聚落周围的森林、丘陵和荒野,设法自行谋生。强盗通常避免正面对抗,倾向伏击较弱的敌人;艰苦生活也使他们变得强悍。除了玩家及与玩家友好的聚落、巡逻队,强盗还会攻击兽人、地精和野兽。他们尤其喜欢潜伏在穿越森林的道路旁。

强盗敌人类型:


野兽

野兽并非通常意义上的统一势力,而是各种独自游荡、威胁居民的危险生物与神秘怪物的统称。
最早加入游戏的野兽是恐狼。这种巨大的狼形生物总是成群行动,夜幕不会阻碍它们。它们速度极快,虽然不用武器或护甲,尖牙利爪却足以致命。

野兽敌人类型:


行尸与古代亡灵

亡灵是被黑暗力量重新唤起的尸体与残骸,种类繁多,战斗能力、战术与装备各异。它们的主力通常是行尸和骷髅,也包括重甲陨落英雄、无形的游魂,以及复生领主等精锐。亡灵往往由领袖驱使,令这些无魂无知的躯体朝着正确方向前进。领袖可能是仍属人类、却被邪恶力量腐化的亡灵法师,也可能是渴望活人鲜血的吸血鬼,甚至是更可怕的存在。
亡灵的特殊性质决定了它们的作战方式:它们不会累积疲劳。除少数例外,大多数亡灵也免疫惊慌等士气效果,绝不会逃离战场。好在它们通常行动迟缓,战术也未必聪明。
对抗亡灵时,玩家必须特别注意疲劳,因为敌人不会像佣兵一样疲倦。许多亡灵可以一再复活,令战斗拖得很久。即使单个亡灵看似弱小,也可能熬到人类筋疲力尽,再将其击败。

行尸敌人类型:

古代亡灵敌人类型:


兽人

自人类有记忆以来,就始终与周围荒野中的兽人部落关系紧张。兽人过着游牧生活,不断迁移,靠狩猎、采集和劫掠弱者维生。对兽人而言,生活的很大一部分就是压倒他者,将想要的东西据为己有。
《战场兄弟》中的兽人比人类更强壮。成年兽人体形高大,能够轻松使用足以迅速耗尽人类体力的武器和重甲。强大的力量也使它们的每次攻击获得百分比伤害加成,青年兽人的加成较少,成年兽人更多。兽人同样会累积疲劳,也受士气影响,但两方面都十分充裕,往往要过很久才会体力不支,或意识到战局已经不利。
兽人专注于自己擅长的进攻,凭蛮力冲垮玩家战线,将战斗迅速拖入混乱近战,而这正是它们占优的局面。因此,在开阔地正面迎战兽人战帮,通常会让自己处于劣势。另一方面,兽人疏于防守:即使带盾,也很少主动防御,更愿意发动攻击。鲁莽的作风加上庞大体形,使它们比许多其他敌人更容易被命中。

兽人过着游牧生活,比人类更高大强壮。它们常劫掠聚落,部落之间也会相互征战。强大的力量让它们能够使用重型武器和重甲,而人类使用同样装备时会承受明显负担。兽人的每次攻击都有伤害加成,青年少于成年。它们疲劳储备充足、士气顽强,往往很久才会意识到战局不利。作战时,兽人专注进攻,喜欢以蛮力打破玩家的盾墙与阵线,将战场迅速搅成混乱。

兽人敌人类型:


地精

严格来说,地精只是绿皮势力的一半,另一半是兽人。不过,两者各自独立行动,只在少数情况下并肩作战。
地精远比兽人和人类矮小,看起来也更孱弱。正因为缺乏力量,它们发展出与兽人截然不同的战法:依靠伏击、打了就跑、计谋与阴招,而非蛮力。地精会想尽办法阻碍敌人移动,待其行动受限后,再逐步将其消耗殆尽。
对付地精时,固守战线只会不断遭到远程骚扰,直到幸存者疲惫不堪,地精才会放心上前近战。玩家必须迅速追上这些灵巧的绿皮,将它们拖入近战,使其无法使用远程武器。地精并不以勇敢著称,因此常有一名领袖在旁维持士气,必要时用鞭子抽打后退者。除掉这名领袖,往往就能让整队地精溃散。

地精与兽人有一定亲缘关系,两者合称“绿皮”。不过,它们高度独立,也彼此不合,偶尔还会交战。地精比人类矮小,看起来更弱,因此通常采用伏击、袭扰与撤退战术,而非蛮力硬拼。它们会使用淬毒的箭矢和武器。

地精敌人类型:

参考资料

英文原文

TavernDrinkingRound

There are several factions in the game and 3 measures (Renown, Reputation & Relations关系) that denote your standing and fame with Settlements and Noble Houses, which are the only factions you can have friendly interactions with (receive Contracts, trade, heal, use ports for travel, etc).

The 3 measures are covered in more detail below:

Asset business reputation
Renown

Renown
Level 等级
Renown
Score
Treacherous背信弃义 -500
Incompetent无能 -250
Unreliable不可靠 -100
Unknown未知 0
Recognized广受认可 250
Reliable可靠 500
Competent称职 750
Professional专业 1050
Reputable信誉良好 1400
Famed声名远扬 1800
Great伟大的 2250
Glorious荣耀 2750
Fabled传说中的 3350
Legendary传奇 4000
Invincible 无敌 8000
Immortal 不朽 14000

Your 你的Renown is your repute as a professional mercenary company and reflects how reliable and competent people judge you to be. The higher your Renown, the higher the reward from Contracts and the more difficult Contracts people will entrust you with, and the more resources your enemies will spend on working against you. Renown increases on successfully completing Contracts and winning battles, and decreases on failing to do so.

The company starts between -100 and 200 Renown upon starting a new campaign depending on the chosen Origin. You can see your current renown at the top of the Factions & Relations window.

Action Renown Change
Daily Renown Decay -3
Retreat from Combat撤离战斗 -15
Contract Poorly Completed -25
Failing a Contract -75
Canceling a Contract -100
Betrayal on Contract -200
Winning a Fight +5
Destroying a Location +10
Contract Completed完成 +25
Ambition战团抱负 Completed完成 +100

Asset moral reputation
Reputation

Reputation
Level 等级
Reputation
Score
Dreaded令人畏惧 0 - 9
Cruel残酷的 10 - 19
Merciless冷酷 20 - 29
Notorious恶名昭著 30 - 39
Neutral中立 40 - 59
Kind仁慈 60 - 69
Good良好 70 - 79
Chivalrous骑士风范 80 - 89
Saintly圣洁 90 - 100

Your 你的Reputation reflects how people in the world judge your mercenary company to conduct itself based on past actions. Do you show mercy to your enemies? Do you burn down farmsteads and massacre the peasantry? Based on your Reputation, people may offer you different kinds of contracts, and both contracts and events may play out differently.

Currently the only thing Reputation does is:

Depending on the chosen Origin you start with a Reputation of 50.

Relations
Relations关系

Relation
Status
Relation
Score
Hostile敌对 0 - 9
Threatening威胁十足 10 - 19
Unfriendly不友善 20 - 29
Cold寒冷 30 - 39
Neutral中立 40 - 59
Open开放 60 - 69
Friendly友好 70 - 79
Very Friendly十分友善 80 - 89
Allied结盟 90 - 100
Relations2

Every settlement has their own Relations关系 bar on the same screen that displays Renown and Reputation. All settlements start with the bar at Neutral.

The player can increase and decrease the Relation to each settlement by doing certain Actions. (Table below)

Good 良好Relations关系 improve market prices. (lowers prices for buyable items on markets and increases prices for items that the player wants to sell)

Relations trend towards 50 and these minute shifts in Relations关系 take place at dawn of each day. (applies to both decay and gain, so a settlement at Hostile(0) will take roughly 40 days to reach Threatening(10))

Fortified settlements (Fortified Manor/Castle/Stronghold) are fully affiliated with their Noble House and do not have separate Relations关系 bar unlike non-fortified settlements. Their Relation score is essentially the Relation with the Noble House in question which is used to determine prices.

Action Relation Change
Betrayal on Contract -100
Attacking Them -30
Offensive Action -20
Failing a Civilian Contract -20
Failing a Noble Contract -10
Canceling a Contract -10
Minor Offensive Action -10
Contract Negotiation Fail -2,5
Killing 1 of Their Units -0,5
Daily Relation Decay above 50 -0,25
Buying a Drink for the Patrons in the Tavern +0,1
Daily Relation Rise Below 50 +0,25
Noble Contract Poorly Completed +2,5
Civilian Contract Poorly Completed +5
Noble Contract Completed完成 +5
Civilian Contract Completed完成 +10
Doing Them a Favor +15


Non-Fortified Settlements

Villages and the bigger towns are a collective term for all human civilian settlements that are located across the world map. Villages are mostly inhabited by farmers, hunters, local craftsmen and small time traders. The people of the villages usually live off the surrounding land and by selling their produce and wares on bigger markets in nearby villages or towns.
In case of an urgent threat normal townsfolk are gathered hastily and equipped with whatever weapons and armor are available. These ad-hoc militia forces are not trained soldiers and lack equipment and combat experience. Nevertheless, they will fight fiercely to protect what little they have and to protect those dear to them. Militia forces can be gathered when a hostile party is sighted close to a settlement and disbanded again after the threat disappeared. Local leaders will attempt to hire mercenaries for protection so the player will often find work around these settlements.

The main role for these settlements (Village Hall/Town Hall/City Hall) is to trade with the player, provide new recruits and offer contracts. As of the full release version 1.1, all human settlements are now aligned with a noble house. Independent, unaligned settlements which were present in Early Access builds, no longer exist. From time to time these settlements spawn caravans who trade goods with the other towns or villages.

If hostile troops raid a village or town, a group of militia soldiers spawn, ready to defend their homes and families. These militias are often nothing more than poorly armed farmers and may require aid from the player.

  • A rich town can field more militia than a poor town.
  • Each town and village has a prosperity rating.
  • Every caravan that safely arrives at a settlement increases it's prosperity rating.
  • A prosperous settlement might have a militia captain, an experienced veteran who provides them with a morale bonus.
  • A settlement with a higher prosperity rating will offer more and better equipment.

Soldier types:


Noble Houses and Fortified Settlements

Historically, bigger realms have always been a very diverse mixture of a lot of smaller realms and fiefdoms ruled by competing and collaborating noble houses. Although these small parts were usually devoted to a king or supreme ruler, they often changed allegiance and fought and schemed against each other in their struggle for power. The feuds between these noble houses create a perfect place for a mercenary company that is not bound to a lord and that can take on whatever contract pays best.
Like most things in Battle Brothers, noble houses are procedurally generated for each new campaign. To give them as much personality as possible we want them to look and feel very distinct from one another. Each noble house comes with a unique coat of arms, description and set of procedurally generated leaders.
Noble houses also come with their very own coat of arms. We dove deep into medieval heraldry to make the coats of arms realistic and believable, but we also took a bit of artistic license to make them easier to read and more catchy.

Fortified settlements (Fortified Manors/Castles/Strongholds) belong to different noble houses, and the house which controls one can be identified by the flag they wear. These constructions are guarded by strong garrisons of men at arms who search the area for ambushing brigands, beasts and other threats. The men at arms usually carry the best possible equipment. These settlements will spawn patrols, which secure the streets between the settlements of their house. If a threat, example given: a brigand party, comes close to a castle, a group of soldiers will spawn at the castle to fight the threat. To a castle usually belongs 1 or more watchtower(s). These also spawn soldiers for a patrol or if a threat comes near.

  • Strongholds and castles can usually provide more equipment and recruits than smaller settlements.
  • Strongholds and castles offer better, military grade equipment, but are much more expensive.

Soldier types:

Fortified settlements also do not give out regular contracts like non-fortified settlements. Contracts found here are given out by the Noble House and require completing an ambition to reach Professional Renown (1050) to unlock.

Caravans

There are two types of caravans: Standard caravans, which are simply named caravans, and supply caravans.

Trading Caravans

This type of caravan is only weakly guarded.

  • Caravans spawn from time to time in human settlements and travel to another settlement to trade.
  • Trading caravans can be attacked by the player using Ctrl+Click, if he doesn't have an active contract and when the player has a low relation with the settlement it originates from (usually a relation with the status "threatening" or lower.) The font color of the caravan then also changes into red, instead of white.
  • Further information about prosperity can be found a few lines up.

Soldier types:

Supply Caravans

Supply caravans are highly guarded caravans and are part of a noble house. Which house can be identified by the flag they wear.

  • Travels only between settlements controlled from the same noble house.
  • Supply caravans can be attacked by the player using Ctrl+Click, if he doesn't have an active contract and when the player has a low relation with the settlement it originates from (usually a relation with the status "threatening" or lower.) The font color of the caravan then also changes into red, instead of white.

Soldier types:


Mercenaries佣兵

Similar to player company there are other mercenary units that take contracts for the living in Darklands.
Mercenaries佣兵 types:


Brigands强盗

In a medieval world there are always those who have fallen out of society for whatever reason. Some are plain criminals, some are desperate and close to starving others are just looking for freedom far from local authorities. All these characters live in the woods, hills and wilderness around the human settlements and are looking for a way to survive by their own means.
These outcasts usually avoid direct confrontation and prefer to ambush trade caravans and lone travelers along the roads. Most of them have gathered in small groups and built some form of hideout where they take their robbed goods.
Brigands may not be very well fed and equipped but a life of hardship has made them tough and cunning fighters that will use any dirty trick and advantage they can get to save their hide.

Brigand parties consist of criminals, starving or down-on-their-luck men, and people looking for a unique kind of freedom in their own way. Brigands live in the woods, hills, and wilderness around the human settlements and are looking for a way to survive by their own means. Brigands usually avoid direct confrontation and prefer to ambush weaker enemies. Their harsh life made them tough fighters. Brigand parties not only attack the player and the player friendly factions (like settlements and patrols), they also attack orcs, goblins and beasts. Brigand parties like to hide alongside roads which pass through forests.

Brigand enemy types:


Beasts

The beast faction is not a typical faction as it is not united within itself. This faction consists of all kinds of dangerous and mystical creatures that roam the lands independently and threaten its inhabitants.
The first creature that is already in the game is the Direwolves. These huge wolflike creatures always travel in packs and are not hindered by darkness at night. They are extremely fast and although they do not use weapons or armor they are absolutely deadly when using their fangs and claws.

Beasts enemy types:


Zombies and Ancient Dead

The undead are long deceased bodies and remainders of once living creatures brought back to life by dark powers. The creatures of the undead faction are numerous and vary in combat ability, tactics and equipment. The body of their forces is usually compromised of zombies and skeletons but they also field elite troops like heavily armored fallen heroes, incorporeal lost souls and powerful reanimated lords. The undead often appear with a leader that is directing their soulless and mindless bodies in the right direction. This can be a necromancer, still a human being but corrupted by sinister powers, a vampire lusting for the blood of the living, or something even worse.
The undead have some special traits that govern how they fight in combat. They have no stamina and do not accumulate any fatigue. With a few exceptions, the undead are also immune to morale effects, such as panic, and will never flee the battlefield. On the upside, most of them are rather slow and not all of them act particularly intelligent in battle.
When fighting the undead, players have to watch their fatigue closely as the undead do not get tired like your Battle Brothers. Many undead can be resurrected again and again, which can have battles last a long time, straining fatigue until all humans are so tired that the undead finally overcome them despite their supposed individual weakness.

Zombies enemy types:

Ancient Dead enemy types:


Orcs兽人

As long as humans remember there has been tensions with the wild orc tribes that roam the surrounding lands. Orcs live as nomads, constantly on the move to support themselves by hunting, gathering and raiding anyone weaker than their tribe. Life for an orc, then, is to a large part establishing dominance over others and taking things for him or herself.
In Battle Brothers, orcs are physically stronger than humans. An adult orc towers a human and has the strength to use weaponry and wear armor with great effect that would quickly tire out any human. With their strength, they also gain a percentage damage bonus to every attack – less for young orcs , and more so for adult ones. While orcs are subject to fatigue and morale, just like your Battle Brothers are, they have plenty of both, and it takes a while for an orc to run out of steam or realize that a battle has turned against him.
Orcs focus entirely on the offense, where they excel. They use their skills to crush the player’s battle line with raw force and have it quickly dissolve into a chaotic frenzy where they generally have the upper hand. For this reason, meeting an orc warband head-on in open battle is usually a bad idea and will leave you at a disadvantage. On the other hand, orcs neglect defense; while some of them will carry shields, they seldom make active use of them, preferring instead to attack. Due to their reckless fighting style and just physically being big targets, they’re also easier to hit than other opponents.

Orcs兽人 live like nomads and are taller and stronger than humans. Those tribes usually go off and raid settlements. But they also have their own wars, where one clan fights against another. Due to their strength they are able to use heavy weaponry and wear heavy armor which humans can’t use without disadvantages. Because of their strength, orcs gain a damage bonus to every attack. Young orcs gain a lesser bonus than adult orcs. Orcs have a lot of fatigue and morale, it maybe take quite a while for an orc to realize that a battle has turned against him/them. In battle, they focus on the offense. They like to destroy the shield wall or line of the player using their force, a battle is likely to quickly escalate into a chaotic mess.

Orc enemy types:


Goblins地精

Goblins are technically just one half of a larger faction, the greenskins, with the other half being the orcs. However, both orcs and goblins are highly autonomous and you’ll only see them work together on rare occasions.
Goblins are a lot smaller than both orcs and humans, and appear to be physically weak at first sight. Due to their lack of strength they have developed a completely different approach to battle from their larger cousins. Instead of brute force they rely on ambushes, hit-and-run attacks, wit and dirty tricks. Goblins employ many means to hinder the enemy’s movement and once the enemy is incapacitated they engage to wear their opponents down.
When fighting goblins a solid battle line will just get harassed from afar until it is safe for the goblins to engage the worn out survivors in close combat. The player has to be quick to catch the swift greenskins and then pin them down in melee where they can not use their ranged weapons. Also, goblins are not known to be the most brave fighters around. To keep them fighting there is often a leader around, keeping morale up by all means necessary, such as like swinging a whip at those who fall back. Taking care of him can easily scatter a band of goblins.

Goblins地精 are kinda related to orcs. Together with the orcs, they complete a greater faction; the „Greenskins“. But orcs and goblins act highly independent and also don't really like each other, which will sometime result in fights. Goblins are smaller than humans and appear to be weaker. Instead of brute force they usually ambush their enemies. (Hit-and-run attacks). They use poisoned arrows and weapons.

Goblin enemy types:

References