中文译文
女巫
出现地点
女巫会出现在雪地、沙漠、丘陵和山地以外的地区。非雪地村庄提供的女巫委托中也可能遇到她们。
一支队伍中可能只有一名女巫,也可能有数名;其余成员可能是:
- 强盗劫掠者
- 强盗劫掠者和射手
- 强盗劫掠者和狂暴恐狼
- 巨蛛
- 巨魔
- 巨魔和狂暴恐狼
- 食尸鬼(全部为小型、全部为中型,或由小型至大型混合组成)
- 沼泽巨魔
- 恐狼和/或狂暴恐狼
- 沼泽巨魔、恐狼和狂暴恐狼
- 沼泽巨魔和狂暴恐狼
- 树妖
技能
| 图标 | 名称 | 行动点 | 疲劳 | 说明 |
|---|---|---|---|---|
| 魅惑 | 5 | 15 | 魅惑尝试控制1名弟兄,持续2回合。抵抗概率为你的 | |
| 饮用夜枭灵药 | 2 | 10 | 饮用夜枭灵药会移除所有 | |
| 咒缚 | 3 | 5 | 咒缚会诅咒一名弟兄,持续2回合,使他承受与女巫相同的伤害。此伤害无视护甲。咒缚无法抵抗,同一名弟兄身上不能同时存在超过1个咒缚。射程为8格,冷却时间为1或2回合。 |
战利品
行为
女巫没有控制区,也无法挣脱投网。只要没有达到疲劳上限,她们就能在同一回委托时施放魅惑和咒缚。
施放魅惑时,女巫偏好意志较低、武器危险、身旁弟兄较多(可借控制区限制他们)、缺乏保护的远程弟兄,以及已经构成威胁或进入近战的目标。她们较少选择意志高、武器较弱、受到保护的远程弟兄,以及行动点所剩不多而正在等待的目标。魅惑的优先级高于咒缚;即便达到疲劳上限,女巫仍会使用魅惑。
施放咒缚时,女巫偏好受伤的目标,尤其是带有可能致死的流血等状态者;三方混战中,她们也更偏好弟兄,而非友军。她们会避开拥有不屈的弟兄,即便该技能尚未启用;也会避开低等级、护甲差的弟兄。挑衅会迫使女巫对挑衅者施放咒缚。她们只有在认为自己有危险时才会施放咒缚,而且即使如此也未必会施放。
女巫的盟友带有一个用于表现受魅惑的状态,因此获得+20意志。其中部分会留在女巫附近保护她们。
溃逃的女巫实际上不会逃跑,可能是程序错误。只要一名未被魅惑的弟兄站在她身旁,就足以阻止她恢复士气。
女巫的视野似乎是8格,而普通单位通常为7格。
技巧
- 主动猛攻的效果不佳,因为己方的输出手被控制后可能摧毁整支队伍。除非有把握应对,否则不要携带杀伤力过高的武器。
- 要在魅惑范围内行动,较高的意志至关重要。
- 站在战旗的意志光环范围内,以提高抵抗魅惑的机会。
- 远程狙杀女巫可以迅速结束战斗,但不够可靠:攻击可能落空,女巫也可能躲在灌木丛中。
- 任何第三方单位,包括你的犬只,都会攻击被魅惑的弟兄,也不会顾忌咒缚的后果。
- 如果你的行动顺序早于女巫,可先消耗行动点再选择等待,从而抵消魅惑中的一个回合。
- 顽强将魅惑的持续时间缩短至一回合。
- 用眩晕阻止女巫施法,或用盾牌击退来增加她的疲劳。
- 可以通过眩晕或缴械控制被魅惑的弟兄。不过,这些攻击可能落空,行动顺序有时也不允许及时出手。
- 魅惑属于精神攻击,因此女巫猎人、亡灵战利品项链、护佑符文与法印以及疯狂特质都能有效抵抗。
- 有人误以为阉人和玩家角色免疫魅惑;在原版游戏中并非如此。
- 九命可以应对咒缚伤害。不屈也有效,但如果不用挑衅,这名弟兄通常不会成为咒缚目标。
- 被魅惑的远程弟兄无法在敌方控制区内攻击,唯一的例外是已经装填好的弩。鞭子几乎无法伤害护甲,因此在被魅惑的弟兄手中威胁很小。
- 长子免疫魅惑,你可以给他装备武器。
- 挑衅只影响咒缚,不影响魅惑。
- 如果前期意志还不够高就遭遇女巫,应让弟兄之间保持一些距离。这样即使有人被魅惑,也不会立刻用控制区锁住其他人,而且会花回合移动,而不是攻击。
英文原文
Hexe女巫
Hexe is a spellcaster from the Beasts faction, guarded by beasts or brigands强盗, charmed by her.
Spawning
Hexen spawn everywhere, except snow, deserts, hills and mountains. They can also be encountered in Pact with Witches contracts, that appear in villages expect snow ones.
There can be only one or a few Hexen in a group, everyone else can be:
- Brigand Raiders强盗劫掠者
- Brigand Raiders and Marksmen
- Brigand Raiders and Frenzied Direwolves
- Webknechts巨蛛
- Unholds巨魔
- Unholds and Frenzied Direwolves
- Nachzehrers食尸鬼 (all small, all medium or varying from small to large)
- Bog Unholds
- Direwolves恐狼 or/and Frenzied Direwolves
- Bog Unholds, Direwolves and Frenzied Direwolves
- Bog Unholds and Frenzied Direwolves
- Schrats树妖
Skills
| Icon | Name | AP | Fatigue疲劳 | Description |
|---|---|---|---|---|
| Charm魅惑 | 5 | 15 | Charm魅惑 will attempt to mindcontrol 1 of your brothers for 2 turns - Your chance to resist being charmed is your | |
| Drink Night Owl Elixir饮用夜枭灵药 | 2 | 10 | Drink Night Owl Elixir饮用夜枭灵药 will remove all | |
| Hex咒缚 | 3 | 5 | Hex咒缚 curses one of your brothers for 2 turns (you will take the same damage as the hexe) - The damage will ignore your armor - The hex can't be resisted and a brother can't have more than 1 hex on him at the same time (has a range of 8 tiles and a cooldown of 1 or 2 turns) |
Loot
- Witch Hair女巫头发 (35% chance), Mysterious Herbs神秘草药 (35% chance) or Poisoned Apple毒苹果 (30% chance).
- 20% chance of a Black Marsh Stew黑沼炖汤.
- 30% chance of a Jade Brooch翡翠胸针 (400 crowns).
- Trophies, with 50% chance to roll again:
- Witch Hair女巫头发 (35% chance), Mysterious Herbs神秘草药 (35% chance) or Poisoned Apple毒苹果 (30% chance).
- 20% chance of a Black Marsh Stew黑沼炖汤.
- 30% chance of a Jade Brooch翡翠胸针 (400 crowns).
Behavior
Hexen have no zone of control, and are unable to break free from nets. They can cast both Charm and Hex on the same turn if not capped on fatigue.
When using Charm, Hexen prefer brothers with low resolve, dangerous weapons, many adjacent brothers to create a zone of control over them, unguarded ranged brothers, or those who threaten them or are in melee already. Hexen are less likely to target brothers with high resolve, weak weapons, guarded ranged brothers and those who waits with low AP. Charm is prioritized over Hex and will be used when capped on fatigue.
When using Hex, Hexen prefer wounded targets, especially having an effect like Bleeding流血 that will kill them, and prefer brothers over allies in three-way fights. They avoid using Hex against brothers with Indomitable不屈, even inactive, or low level poorly armored brothers. Taunt挑衅 causes them to Hex the taunting brother. They only cast Hex when they think they are in danger, and even then not always do it.
Their allies get +20 resolve from the fake charmed status. Some of them guard Hexen, staying near them.
Fleeing溃逃 Hexen don't actually flee, probably due to a bug. One brother standing near them is enough to prevent rallying, as long as he isn't charmed受到魅惑.
They seem to have 8 vision instead of 7 that units have normally.
Tips
- Aggressive strategies don't work well because you will be destroyed by your own damage dealers. Don't bring dangerous weapons unless you know what you are doing.
- Good resolve is essential to operate in Charm range.
- Stand in your banner's resolve aura to resist their Charm.
- Sniping Hexen can win a fight quickly, but is unreliable as you can miss or a Hexe can hide in a bush.
- Any third party, including your dogs, will attack charmed brothers and does not care about Hex.
- If you are faster than her, spending AP and waiting negates one turn of Charm.
- Resilient顽强 decreases Charm duration to one turn.
- Stun them to stop spellcasting. Knock Back击退 with shields to inflict fatigue.
- Control charmed brothers by stunning and disarming. However you can miss and sometimes turn order doesn't allow to do it.
- Charm is a mental attack, so Witchhunters, Undead Trophy亡灵战利品项链, Protective Runes and Sigils护佑符文与法印 and Mad疯狂 trait are effective against it.
- There is a common misconception that Eunuchs and Player Character玩家角色 have immunity to Charm. It isn't true for the vanilla game.
- Nine Lives九命 works against Hex damage. Indomitable不屈 too, but the brother is unlikely to be targeted without Taunt挑衅.
- Charmed ranged brothers can't attack in a zone of control, except when their crossbow弩 is loaded. Whips are harmless in hands of a charmed brother as they do almost nothing against armor.
- The Firstborn is immune to charm and you can give him a weapon.
- Taunt挑衅 only affects Hex but not Charm.
- If you are facing them in the early game, without decent resolve, keep some distance between brothers. When charmed, their zone of control won't instantly lock down anyone, and they will spend turns moving instead of attacking.



