@Oyster Sauce : "first useless retard you find."
@Hauberk : "an archer."
@OnTilt : first available
@1998 : "a bro throwing javs."
@WhiteShark : first available
@Acrux : "a beggar or have a lame leg or something like that."
@maidenhaver : "a bro with net and mace. If you find a barber, make him fat and stupid-looking."
@gerey : "ugliest bro you can get your hands on."
@Irenaeus : "javeliner, skirmisher, scared of melee type."
@Boontaker : "a halbardier or a support/leadership unit."
@Nemesis : "a high-damage sword-and-board swordsman."
@Eyestabber : "a frontline 2H Sword user wearing heavy armor."
@asf : "where's my axe-wielding barbarian"
@Gregz : "a Wildman of any stripe."
@Cogemeister : "perhaps the first person you come across who is decent with spears (never played this game) and a shield"
PERKS
Wiki page (fake and gay, only GIRLS go here) - https://battlebrothers.fandom.com/wiki/Perks
My perks descriptions (a MANLY table with MASCULINE notes), I'll be adding new tiers as the bros unlock them.
Tier 1
Name | Description | Notes |
---|---|---|
Fast Adaptation | Each time you miss, you gain cumulative +7% chance to hit. Resets on a hit. | Very useful early, not needed late. |
Crippling Strikes | Lowers the threshold to inflict an affliction on hit by 33%. | I almost never get this because I rarely care about afflictions, I want to kill as fast as possible. Useful on big monsters that take several rounds to kill (Schrats, Unholds, Lindwurms). |
Colossus | Increases HP total by 25%. | Very useful all through the game. If you can get a shield bro with 80+ base hp, he becomes basically unkillable unless the company suffers a TPK (he'll usually die last). |
Nine Lives | Once per battle, survive a fatal blow with 1-4 HP, and all afflictions are cured. | Very useful for dodge bros, who have a high likelihood of surviving subsequent attack attempts. Also clutch if you're closing out a fight and an enemy gets a lucky hit in (this would have saved OnTilt's life, for example). |
Bags and Belts | Doubles available bag slots from 2 to 4, and negates the fatigue penalty for carrying items in the bags. | Very useful for archers, who can stuff a couple extra quivers of ammo. Also nice for loading up on consumable items such as nets and grenades. Good all-around pick for non-dedicated bros and archers. |
Pathfinder | Negates the penalty to AP and fatigue for movement over difficult terrain. Also negates the penalty for one height change per round. | I always get this on my bros 100%, without exception. Others don't. I just really enjoy being able to utilize full movement in forests/mountains/snow, I think it's incredibly valuable. |
Adrenaline Rush | You are guaranteed to go first the round after you use this skill, for a hefty fatigue cost. | Useful for charging. Enemy barbarians come standard with this perk and make full use of it, charging as a line and then immediately attacking on the next turn. Good for high-fatigue bros and stabbers. |
Recovery | Spend all AP to immediately cleanse half of your fatigue. | Incredibly useful throughout the game, and near-mandatory for bros using 2h and archers, as they quickly go deep into fatigue debt on long fights. |
Student | +20% xp earned. At the soft cap (level 11), get two Perks instead of one. | It's free real estate. |
Tier 2
Name | Description | Notes |
---|---|---|
Executioner | +20% damage against injured targets. | Useful for 2-handed weapons that inflict a lot of injuries, such as Maces and Hammers. |
Bullseye | Reduce the penalty to strike your intended target in a crowd from 75% to 50%. | Mandatory for archer bros. Everyone else can pass. |
Dodge | Gain 15% of your current initiative as a bonus to Melee and Ranged def. | Excellent for bros with light/no armor, you can get to 60+ defense with this skill - for a couple rounds at least. |
Fortified Mind | +25% Resolve. | Mandatory for bannerbros, as they give a bonus to others' Resolve checks based on their own Resolve. Others can skip. |
Steel Brow | Negates the massive damage bonus from a headshot. | Excellent defensive perk, as un-negated headshots can be deadly and/or cause tons of afflictions. |
Quick Hands | Negates the AP cost for switching items out of your bags, once per round. | I love this perk, it really opens up flexibility on your bros. Are you a 2-handed bro who sometimes needs to whip out a shield? Have I got the perk for you! Not necessary for everyone but I almost always pick it up. |
Gifted | Immediately gain one levels' worth of stat rolls to choose from, with the maximum value for each. | Very nice throughout the game. I don't typically get it but others swear by it. |
Tier 3
Name | Description | Notes |
---|---|---|
Backstab | The bonus for ganging up on an enemy is increased from +5% to hit per bro to +10%. | Very useful for armor hunting (I'll talk about this later), and for polearm bros with low melee skill (they can get behind a gang of 3 bros in melee range and get a huge boost to-hit). |
Anticipation | Gain 1+10% of your normal ranged defense per tile you are from an attacker on a ranged attack. | Very nice against goblin ambushers and master marksmen. Good pick for shield bros. |
Shield Expert | +25% bonus to the melee and ranged defense of your shield (typically this means +4 melee and +5 ranged, for a Kite Shield). Shield damage is reduced 50%. The Knock Back skill gains +15 to hit. | Mandatory for shield bros. |
Brawny | Reduce the fatigue penalty from your equipment by 30%. | Very helpful for heavy armor, which can easily give -50 fatigue unmodified. |
Relentless | reduce initiative by only 50% of your fatigue, rather than 100%. Wait no longer confers an initiative penalty. | I never get this, someone chime in for good use cases. |
Rotation | Switch places with an adjacent bro for a hefty fatigue price. | Absolutely clutch in a lot of situations. I usually get this on my frontliners so they can move a backliner out of trouble. |
Rally the Troops | Give every bro within 4 hexes a Resolve check, with a bonus dependent on the acting bro's Resolve, to enhance Morale state, up to Steady. | A bro with high Resolve can turn an entire fleeing party back around to fight. Absolutely mandatory against Geists. |
Taunt | Force a monster to attack you on its next action, if it can. | I rarely get this but it's immensely helpful in several situations. |
Tier 4 - Weapon Specializations
Name | Description | Notes |
---|---|---|
Mace | Increases the chance to stun from 75% to 100% on hit. | Knockout is the mace's special attack. It stuns on hit. 2h mace's Knockout stuns for 2 rounds. |
Flail | Lash and Hail ignore the defense of shields. Pound ignores an additional 10% of armor on a headshot. Thresh gains +5% to hit. | Lash and Hail are the 1h flail's special attack (Hail is the 3-headed flail version), which trades a to-hit penalty for a guaranteed headshot. Pound is the 2h flail's normal attack. Thresh is the 2h flail's whirlwind attack. |
Hammer | Demolish Armor and Destroy Armor deal an additional 33% damage to armor. | Demolish and Destroy Armor are the special attack for 1h and 2h hammers. They deal almost no HP damage but massive armor damage, useful for heavily armored opponents. |
Axe | Split Shield deals an additional 50% damage to shields. Round Swing gains +5% to hit. | Split Shield is a special attack that does massive damage to shields and is guaranteed to hit. Round Swing is the 2h axe's whirlwind attack. |
Cleavers | Bleeding damage from whips and cleavers is doubled. The Disarm skill to-hit penalty is halved. | All cleaver-type weapons cause at least one stack of bleed any time they deal HP damage. 2h cleavers deal 2. So, 2 stacks for 1h and 4 for 2h. Bleed deals 5 HP damage/round for two rounds per stack. Disarm is the whip's special attack, which forces the target to put its weapon in its belt. |
Swords | Riposte no longer has a penalty to hit. Split and Swing gain +5% to hit, instead of a penalty. Gash has a 50% reduction in the threshold to inflict injuries. | Riposte is the special ability of the 1h sword. It counterattacks anyone who misses on a melee hit until the user's next turn. Gash is the 1h scimitar's special attack. It has an increased chance to cause injuries. Split and Swing are the special attacks of 2h swords. |
Daggers | All attacks use 3 AP, rather than 4. | Effectively allows 3 possible attacks per round (4 with Berserk), rather than 2. |
Polearms | polearm skills cost 5 AP, rather than 6. | Allows an attack with two tiles of available movement instead of one. |
Spears | Spearwall is not disabled after the first miss. Instead, each individual opponent must dodge the spearwall. | Useful if you're facing a wave and need to mitigate its charge. |
Crossbows | Bolts ignore an additional 20% of armor. Handgonnes can be fired every round, and only require 6 AP to reload. | Crossbows already ignore a significant amount of armor, this can make them mini Punctures. Handgonnes are a special ranged weapon with an AoE attack that can cause the Daze status. |
Bows | Firing and view range +1. | Skilled archers become snipers. |
Throwing | Damage +30% at 2 tiles distance. Damage +20% at 3 tiles distance. |
Tier 5
Name | Description | Notes |
---|---|---|
Reach Advantage | Gain +5% melee defense for each enemy hit by 2h weapon attacks in a round. Stacks. | Excellent for 2h bros using swords and hammers. |
Overwhelm | Give a 5% penalty to-hit for each attack, hit or miss, on an enemy you attack before their turn | Excellent for high-initiative bros, notably bow specialists and 1h swordmasters. |
Lone Wolf | Gain 15% to ALL combat stats (!!) if there are no bros within 3 tiles | Finding a bro that can make use of this perk is rare but it's incredible when you do. |
Underdog | Completely negates the penalty to defense from all flanking. Enemies with the Backstabber perk still gain +5% to-hit per flanker (rather than the normal +10%) | Fantastic shieldbro perk. |
Footwork | Allow 1 hex of movement that disregards ZOC for a hefty fatigue cost. | Absolutely mandatory for ranged bros, and a good pick for anyone using reach weapons. |
RETINUE
Name | Benefit | Notes |
---|---|---|
The Cartographer | Pays 100 - 400 crowns for every location discovered on our own. Locations farther from cities pay more. Legendary locations pay double. | I've never had a use for this guy but someone else may chime in here. |
The Lookout | Increases sight radius by 25%, and reveals specifics about who made footprints. | Very useful at all times. |
The Scout | +15% overland travel speed, and prevents terrain-based bad events. | Mandatory in all my playthroughs. |
The Negotiator | Prevents loss of faction from failed negotiations, and allows extended demands. | Never used this guy but I could see him making us very rich, especially during a Crisis. |
The Quartermaster | Increases maximum ammo storage by 100, and maximum medical herbs and tools by 50. | Never had a use for this guy, maybe when setting up an exploration expedition. |
The Recruiter | 10% discount on the cost of new hires, and 50% discount on tryouts. Makes +2 - 4 additional hires available in every town. | Extremely useful in the mid- and late-game to increase high-class backgrounds. |
The Scavenger | Recoups ammo from the battlefield, and gives a small amount of tools from destroyed armor. | Never bothered. |
The Surgeon | Guarantees that a bro without a permanent injury will survive being dropped to 0 HP, if possible (things like a crushed head or decapitation can't be survived, obviously). Reduces injury recovery for all injuries by 1 day, to a minimum of 1 day. | Extremely useful, I get one in every run. |
EDIT- OP will now be used for critical information.