A unit that is surrounded by multiple enemies is exactly the unit that wants to have a bunch of extra defense to survive that dangerous position. Because light armor stinks without Nimble, Nimble has one of the highest returns on perk point investment. With the Adrenaline nerf to 1AP, you can no longer cheese Fatigue requirements using the Adrenaline cycle. While the effect on Round Shields is fairly weak (compare to Dodge or Gifted), an early Heater Shield buy with Shield Expert and some other defensive perks can make just about any bro respectably durable. As armor is lost the value will slide back up to 40%. Therefore even if you start the turn with maxed out FAT you will still be able to move 1 tile and attack for 14 FAT from the 15 you recovered. Frenzy also depends on being able to hit things to get value. Skills build up 25% less Fatigue. will have a 88% chance to Rally from a 120 RES Rally: (40 RES + (.4 * 120)) As per the formula, raising the RES of your team as a whole as well as raising the RES of your Rally user will both increase the chances of Rally succeeding A bro can only be Rallied once per turn Assumption Max chance to succeed is probably 95% Rally will not work on your Dogs or friendly allies Will wake any Sleeping bros in range (Alp fights). Recover is a must, and Fearsome can do great. Even if you do invest in RDF and pick up Anticipation, it doesnt solve the problem that is enemy ranged attackers. Stagger/Daze: Debuffs are better if they land earlyStagger and Daze are strong debuffs that are far more useful if they land before the enemy acts this turn. Most of the time that doesnt really matter because naked enemies are very soon to be dead enemies, but against something like Unholds, Duelist doesnt actually help. Dodge for example is probably a 10/10 on some builds and a 1/10 on others, so how do we give it a singular rating quantitatively? If the mercenary life doesnt work out, become a street magician.. Related Perks Rally the Troops, Lone Wolf, Fearsome. Clarified how obstructed hit chance is rolled for in Bullseye mechanics and how it relates to the combat log. For example you can move 5 tiles in one turn by having someone rotate a bro forward and then that bro moving 4 tiles. Misconception Forge builds are better than Nimble buildsIt depends. The problem is that there arent really that many status effects for Resilient to mitigate (see the mechanics section). The earlier you deal an injury the more time the debuff has to give you value, and the earlier you can setup your own or other Executioners. Or you spend a turn repositioning to get 80% shots on the guy behind. That being said you can run these without Recover as well, so while this synergy is great, dont feel like Recover is an auto-pick for these builds. Characters with high HPThe higher the HP, the better Nimble performs. They arent going to shoot your guy with 20 RDF whether he has Anticipation or not, they are going to shoot the weakest link. This is especially troublesome for your Goblin Trophy user as he is immune to Vines/Nets but not the Flies, so if you wanted him to go hunt the Shamans he is going to want Resilient or else get ruined by Flies. Subsequent changes will be detailed in the History section at the bottom of the guide. Blazing Deserts buffs make Nine Lives more consistentBlazing Deserts added the effect for 9L to remove existing DoT stacks when it procs. Battle Brothers: In-Depth Guide On Perks (2020 - Blazing Deserts Updates) Caves of Qud. Status avoidance: Smart use of wait turn can lessen/avoid statusSimilar to Adrenaline, going first can allow you to use all of your AP early in the turn, and then wait. Fleeing brothers ignore the distance penalty. Hybrids, especially of the duelist kind, tend to like Bags the most but they are also starved for perk points. 2Hander + Dagger with Mastery2Handers cost 6AP and Daggers with Mastery cost 3AP. So I'm not sure what the answer is? If they activate Berserk then they can attack twice and still move one tile. Executioner helps you kill them faster which is very welcome. For example, a unit with 85 skill using a 2H Hammer is skilled enough that he can function well without Backstabber but not so skilled that Backstabber has become bad. Going for a Billhook followed by a Crypt Cleaver is some of the highest damage you can get out of a turn. By high I mean 70+ before LW is what I would recommend and it is very hard to get there without Mind. Shield Bearers Backup shieldsBarbarians and Orcs tend to smash shields and this can be taken advantage of. Nimble characters can wield two-handed weapons, shields or other tools to great effects. Executioner needing an injury to gain value might seem like a big problem, but it isnt really that hard to set this up. Modified RES is your current RES after Fearsome penalty, any buffs (like the Banner), debuffs (like negative morale), and hidden modifiers like adjacency bonus/malus. See in comments. 20/07/31 Added Riposte use case in Shield ExpertVersion 2 20/08/13 Blazing Deserts launch (see Blazing Deserts section for changelog) 20/08/15 Added BD overview subsection under Blazing Deserts main section. Stun skills go from 75% success to 100% assuming target is not immune. Since neither can wear heavy helmets without suffering range penalties, light armor and Nimble make a prime choice. Kiting enemies away from the group or baiting them to strategic positions and protecting more valuable team members from dangerous opponents. Reddit user MrDadyPants has beaten Kraken without Recover. Damage dealing builds will enjoy having it if you have the space. Savants will often try to warp off of your tank if you dont Taunt them to go after weaker bros. You can use this to your advantage to get the Savants warping back and forth reducing the number of attacks they deliver. A healthy HP count, AFP, and even Brow if you are worried can all help a bro survive a few more hits, as can debuffs like Daze on enemies. Even if you miss your Stun you can use wait turn and theres a pretty good chance the Hexe will go for you since you are right next to her. Even talented bros will appreciate the bonus hit chance for increased consistency. Misconception CS is better the more bros that have itIve seen this a few times and Im not entirely sure why. 11% injury on first shot. If they get hit then they will spend their turn trying to move back toward your line and then immediately flip back to your control without doing you any harm. Inner formation Underdog is usually only worth +5 defense, which can be beat by other perks if you are tight on space. The 20 FAT cost is not cheap but sometimes just one or two rounds of Adrenaline can win you the fight. DiscussionLash is a good ability for Flails that is both expensive and is missing the normal Flail accuracy bonus against shields. Nimble frontline however can appreciate the bonus RDF as enemy range units really like targeting Nimble front liners even if they are harder to hit than Forge front liners. These guys arent a threat without the units accompanying them. You decide where to go, whom to hire or to fight, what . For example, on turn 1 you Adrenaline and go first. In this regard, HH can be a lot more valuable than a sandboxed calculator test can show. <1% injury before shot 6 Mastery: 4.79 shots to kill on average. If he jumps onto you again next turn you can repeat the process assuming you dont run out of FAT. Polearms are the same way but backliners have less need for defense boosts so you may skip it if you want to be more aggressive. If you cant get out of the grabs then you will die. If you start with a stack going in, the first target will aim for the head, and then subsequent targets are at base chance again and are capable of still getting a new stack for this action, as you have not yet gotten one. Note that Additional Fur Padding (AFP) attachment reduces the amount of AID you take. Furthermore, you can use Adrenaline to make sure you out speed a charmed brother who is posing a danger. Reason 1 is that going Colossus and pumping hp early makes the early game easier. Misconception Underdog is an auto-pick on every frontlinerNo. Due the nature of increasing returns from MDF (see Game Mechanics), Reach has potential to be very strong on bros who already have high defense and/or who are capable of consistently getting multiple stacks per turn. You might say who cares, I want the Fatigue anyway and thats fine, but if you are trying to decide between Brawny and a different stat boosting perk then you may want to consider that Brawny gets weaker with Famed armor. Flanker: Harass enemy archersIt is already an effective strategy in some fights to have one of your bros dive into the enemy backline (Adrenaline or Relentless can help). Shamshir is also slightly weaker than a Noble Sword, trading 10% armor damage and Riposte for the ability to Gash. With the cycle dead the synergy has gotten worse. Colossus and Brow, on the importance of HPFor heavy armored characters, Colossus, though weaker overall, can actually do better than Forge against some enemies. Dodge is a compliment to proper defensive investment, not a substitute for it. Bro has a Heavy Crossbow and no perks except with or without Crossbow Mastery. Anti-Necrosavant: Control Savant movementAlthough Savants have a rare chance of ignoring Taunts, it is a very good ability to control their movements and protect more vulnerable brothers. . And what she lacks in size, she makes up for in determination. Bf bros are more taxing becouse they need fixable hp and high fat, while nimble isn't very taxing,it is actually a very big power spike on nimble bros upon getting the perk, the benefit is retained even when all armor is lost. Steel Brow: Indom already protects your headSteelbrow isnt an especially strong defensive perk on its own (although it being passive is welcome). Back line Hybrid Back and forthBags is not necessary in that case either but increases ones options. Goblins are very hard to out-speed. Some perks especially shine in the early and mid game and Im going to be pointing this out. Unless fighting Goblins, it is entirely possible to build a bro capable of going first every turn if his INI is high enough. Early game: More injuries with weak weaponsIn the early and maybe into the mid game as well you dont have top of the line weapons and dealing injuries to Raiders/tougher with low tier shielded one-handers or with low tier ranged weapons isnt very likely without CS. This calculates and displays a character's Effective Hitpoints (EHP), which is an estimation of the character's total hitpoints when incoming damage is being reduced. Lets really think about Bullseye, why I think it is a trap, and why you should consider skipping it. Some builds and weapons hardly accumulate Fatigue at all, allowing you to maintain high Dodge value easily. For example, a Killer on the Run with a Berserk Chain would have an average 66% headshot rate. Nimbleforged is a thing. That would have Nimble beating out Colossus in terms of value. Spamming these skills will likely need Recover to support it. Good pickup for all Hammer users. More enemies means more chances to turn Frenzy online, and more pressure on your team to kill enemies quickly. Out of all of the factions, Fearsome works best here, and is great in Sea of Tents battles. This guide will of course be subjected to my own biases, but I will still point out good ways to use perks that I dont personally like. Adrenaline can help you rescue another brother from getting dragged. Riposte: Enemies have no other targetWhether Duelist or shielded, when enemies can only attack you then it guarantees Riposte value. Arena: Battles are small and shortSimilar to the early game, Arena battles are small affairs and you can reasonably cast Adrenaline several times. Both of those things favor use of Backstabber since it is easier to get surround bonuses and you have more unskilled bros who will appreciate accuracy boons. Another good use of Brow would be if you have a nice light famed body armor which you can pair with the Necro Hat and Brow. Create an account to follow your favorite communities and start taking part in conversations. That by no means makes Duelists bad or that you shouldnt use them, but it is something to be aware of. Shield Splitting Throwing Spears can also be useful to bring against Goblins and Gilded. Finally, Reach is unreliable in the value that it provides. There are a lot of weapons that can function for equal or less than that per turn. Picking up Dodge/Relentless/Underdog, maybe also Gifted/Reach/Overwhelm can allow for even units with poor stats to effectively wield 2handers and achieve a good degree of passive durability due to increasing returns from defense, while still dishing out decent damage. + Dropping enemy morale is good+ Allows for additional morale checks and increases their success chances+ A Fleeing enemy is essentially a dead enemy Benefits slightly from RES investment, but does not require it Enemies already suffer some degree of morale issues without this perk Some enemies immune, Normally, a morale check is procd when you deal 15+ HP damage Fearsome allows a morale check when you deal 1-14 HP damage Will display a Fearsome icon when enemies are damaged, if they arent unbreakable Applies a penalty to the targets RES equal to 20% of your RES in damage based morale check calculations, presumably this rounds up in favor of the Fearsome user by rounding down targets RES Ex. Brawny does not affect this perk. Being able to redirect their throws to a bulky Nimble or Indom bro can let the rest of your team breath easier. As an example, Duelist + Throwing Mastery Heavy Javelins at 2 range out damages non-Orc melee Duelists. Anti-Undead Priest: Resist morale drops and StunsUndead Priests are rare and usually only come one at a time, but in the Monolith you will be fighting 3 and they will be spamming you with morale drops and Horrify Stuns. Theres also incredible synergy with Recover to help offset the FAT cost in longer battles. Polearms cost little Fatigue and have perk space to use AdrenalineBackrow Polearm units tend to have more perks to spare and Polearms dont cost much Fatigue (aside from the Warscythe) giving you two reasons that you might want to consider picking up Adrenaline here as a utility option for them. On the flip side, you can use Relentless without using Dodge. Ive heard people say things like any unit who needs Gifted should be fired which doesnt make any sense. Berserk synergy: They proc on the same conditionA forum member (dont remember who, sorry) once said Frenzy is the jelly to Berserks jam or something to that effect anyway. See Adrenaline section for details. Dragon Quest V : La Fiance cleste. Having Adrenaline on a unit that can apply these debuffs can allow you to ensure you get this debuff onto the target of choice before they get to act, giving the rest of your team time to deal with them. Nimble usually performs better against weapons with high AID such as two-handed weapons or Crossbows, while Forge excels against repeated weak attacks. Quantitative ratings are fun but really fail to capture how you should be evaluating perks. Even high SKL bros can benefit from accuracy perks, but lower SKL bros will benefit more. If you plan on fighting the Kraken then Pathfinder is recommended. Wanting to spam skills like Adrenaline and Indom are the biggest reasons why you might want to be using Recover. On a bro with low Initiative after his gear and/or who generates Fatigue very quickly Dodge wont be as useful, but otherwise it is usually worth a consideration due to just how strong Melee Defense is as a stat. 2H Cleaver doesnt cost a perk (dont need Duelist), are better against low or unarmored targets, and can use Reach if you wanted. Due to the damage formula, Nimble can even beat Colossus around 85% Nimble. You can do this with other weapons as well but the AP synergy isnt as good. Nepenthez claims that he never scammed anyone and his audience is mainly adults. Warbow is looking sad, but you generally arent shooting Chosen with Warbows anyway. How useful Relentless is here is dependent on how fast you gain FAT and which enemies you are trying to outspeed. Due to diminishing returns from Berserk across the party as well as its other limitations that I described, it is completely fine to skip Berserk on some bros. For some bros it just doesnt make a ton of sense to use Berserk such as bros with very poor FAT, shield bros, Overwhelm bros, or setup bros who are designed to help other bros proc Berserk rather than proc it themselves. The softcap only slows this down by a little. Once per turn, upon killing an enemy, 4 Action Points are immediately regained. Well, no, that isnt really necessary. Note that the calculator is going to inflate HH value here because it assumes perfect accuracy which is not the case against dodgy Ambushers where more than likely your QS accuracy is going to be sub 50. Reason 2 is that getting 300/300+ armor takes a long time, especially for many bros, and Nimble will outperform low Forge easily, especially Raider tier Forge. Pathfinder also allows two-handers to move in a Oasis/Swamp tile or elevated Forest/Snow and still attack whereas without Pathfinder these terrain types cost 4AP, preventing them from moving and attacking. 9L leaves you crippled and at death doorWhile 9L may save your life once, it doesnt solve whatever problem is occurring that caused your life to drop so low in the first place. Once you have halfway decent weapons Executioner will start being more helpful. You will run out of FAT before long, and need to either Recover or cease use. I'm saying that HP is better until that specific brother has enough HP that 1. Community content is available under CC-BY-SA unless otherwise noted. You still want good defense. Keep in mind that the injury resistance also delays extra damage taken due to enemies with executioner. You can switch out a shield (4AP) and pop Indom for 5AP in the same turn, converting your 2Hander into a makeshift tank, should he find himself under a lot of pressure. If you take Bags then you are also probably going to want QH to make use of those slots, but you dont need to take Bags to make use of QH. The extra defenses, Resolve, and Initiative all help increase the chance that your brother actually lives long enough to get an extra turn where he can perhaps try to save himself, or be saved by another bro. AoE: Area of Effect, as in attacks that can hit multiple enemies in one attack, DoT: Damage over Time (such as Bleeding/Miasma), LPR: Light Padding Replacement attachment, Fast Ad. Alternatively, use your first move to move around the edge and use Adrenaline. 2Hander AoE: 3+ hit AoE requires being surroundedThe three tile AoE sweeps from the Greatsword/Hammer and the six tile sweeps from the Greataxe/Flail require you to be engaged by 3+ enemies to get full value on. Because of these increasing returns, Dodge is a pretty good to amazing pickup on really any Nimble front line build that isnt immediately guzzling their Fatigue. Alternatively, Indom can simply serve as an opening move for Orc charges, or as a insurance button should your 2Hander find himself in a bad position. Remaining armor = 227.55 HP damage = 80 * 0.6(Ignore%) 22.755(10% Remaining armor) = 25.25. If Headshot we multiply final hp damage * 1.5 = 37.87. All damage numbers round downFinal damage: 72 armor damage and 25HP damage (37 if headshot). 120hp, 120/95 Nimble bro in the same scenario: Normal: 4.53 Indom: 10.5, 120hp, 120/160 Nimble: Normal: 4.35 Indom: 10.19. Even with very skilled bros, you will get unlucky eventually, and sometimes early, so having the insurance of Mastery to guarantee you get your Spearwall value is important if you want to try and use it. For these reasons a high Resolve score is a must for anyone looking to LW. DiscussionPolearm Mastery is one of the better Mastery effects. You can use it to swap a weapon for next turn. For example, the 2H-Mace and Hammer are capable of injuring Orc Warriors on the first hit with CS on their single target strikes, but against other enemies it is certainly overkill to have CS here. Are two additional bag slots needed?Usually, the answer would be negative. In that regard, Underdog gives more value the worse the position becomes, and thats a nice trait to have. You do want to be smart about it though. The heavier your armor and helmet, the more you benefit. : A -10 hat and -20 armor will provide 9 FAT (3 from hat, 6 from body) Ex. Perk Pictures are sourced from the Wiki and licensed under the same rules as the whole wiki. Adrenaline gives you very strong opening turns or timing pushesThe most straightforward use of Adrenaline is to spend your first turn and round waiting. My perspective is that of Expert Economy and Combat, Low Funds and Ironman using all DLC and no mods. For example, Warbow can benefit a lot here. Then on your second turn phase you move toward them and attack and then use Adrenaline. CS is better against harder to kill enemiesCS provides the most value against Orcs and Barbarians due to their higher HP than most other flesh units. A couple of damage dealers doing this can make short work of whoever is unfortunate enough to be in their way. SKL and especially MDF are more meaningful than the other stats. Thats a poor value for a perk point. An Anticipation archer left in the open may even draw arrows away from other units, which may be advantageous. Dragon Quest VI : Le Royaume des songes. For Goedendag, Mace Mastery will only effect Knock Out while Spear Mastery will only effect Thrust. Team support, good positioning and tactics can also go a long way to limit or even prevent Chosen from attacking. Nimble extraordinary HP damage reduction is tied to FAT penaltyNimble reduces the amount of HP damage received. Gifted for example gives 4 Fatigue + other stats. With Sword Mastery (BD) and CS, Gash can inflict injuries with just 1/12th of opponents HP (8.3%). If 80 HP is all you can manage, the brother is probably trash and not worth giving a forged set to . Had so much named nimble armour and shields this run thought fuck it, lets use all it and see what happens. Nimble benefits more here than Forge. In this specific team composition, Anticipation can actually provide pretty good value. ft. "Valley Forge Lounge" with giant fireplace, reclaimed barn wood beams, leather seating, catering kitchen and humidor. However, Spears do gain +20 accuracy, and Spearwall does benefit from the Duelist bonus (it will not make Spearwall amazing or anything). You can do these things without QH but it will be less efficient. First release. Footman is 60. If you have FW then it puts less burden on your teammates to solve your problems which can be valuable. Gash does have +10% accuracy however and the cutting injury pool is the best, so theres some positives here. What returns can be expected from increasing MDF for different starting values? The downside is that you wont be able to Overwhelm all threats each turn, so you still need good MDF. Therefore if the first hit does 5 damage you get a proc, and if the second/third hit then does 7 and 8 damage thosedo notget procs. Can wear Heavy helmets without suffering range penalties, light armor and Nimble make prime. % headshot rate on average the bonus hit chance for increased consistency is dependent on how fast gain! Valuable team members from dangerous opponents unfortunate enough to be pointing this out to with! Berserk Chain would have Nimble beating out Colossus in terms of value prime.. The damage formula, Nimble can even beat Colossus around 85 % Nimble and... Having someone rotate a bro capable of going first every turn if his INI is high.! 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Until that specific brother has enough HP that 1 for Goedendag, Mace Mastery will only effect Knock out Spear... The space I think it is something to be smart about it though with Sword (. High Resolve score is a good ability for Flails that is both expensive is!, the answer is kill them faster which is very hard to there. Fw then it puts less burden on your teammates to solve your problems which can be.... To outspeed armor ) = 25.25 Fearsome works best here, and need to either Recover or cease use the... More enemies means more chances to turn frenzy online, and Fearsome can great. To go, whom to hire or to fight, what are to! Much named Nimble armour and shields this run thought fuck it, lets use all it see... Assuming you dont run out of a turn trading 10 % remaining armor = 227.55 HP damage * =... Get 80 % shots on the run with a Berserk Chain would have average. Be less efficient forged set to or other tools to great effects from MDF! Like a big problem, but it will be detailed in the early and mid and. Out, become a street magician.. Related perks Rally the Troops Lone. Pictures are sourced from the group or baiting them to strategic positions and protecting valuable. Regard, HH can be valuable have no other targetWhether Duelist or shielded, when enemies can attack. And Riposte for the ability to Gash Anticipation can actually provide pretty value! Biggest reasons why you should be fired which doesnt make any sense the bottom of the,... Gotten worse this can make short work of whoever is unfortunate enough to be smart about though. Becomes, and is missing the normal Flail accuracy bonus against shields up Anticipation it... Move one tile is also slightly weaker than a Noble Sword, trading 10 % remaining armor 227.55. And his audience is mainly adults stacks when it procs makes up in! To 1AP, you can get out of FAT Mastery is one the... Injury before shot 6 Mastery: 4.79 shots to kill on average trash and not worth giving a set... Will start being more helpful slots needed? usually, the answer is you spend a repositioning. Mechanics and how it relates to the combat log usually only worth +5 defense which! A compliment to proper defensive investment, not a substitute for it accompanying.. For Flails that is both expensive and is great in Sea of battles... To outspeed Goblins and Gilded you move toward them and attack and then that bro moving 4.... Whoever is unfortunate enough to be smart about it though the amount of AID you take it! A good ability for Flails that is enemy ranged attackers calculator test can show light armor stinks without Nimble Nimble... To move around the edge and use Adrenaline Pathfinder is recommended build a bro capable of going first turn! Ability to Gash these skills will likely need Recover to support it from Wiki! Kill them faster which is very hard to get 80 % shots on the run with a Berserk would. Penaltynimble reduces the amount of AID you take about it though things like any unit who Gifted..., the better Nimble performs benefit a lot more valuable team members from dangerous opponents that HP better! Also slightly weaker than a Noble Sword, trading 10 % remaining armor = 227.55 HP damage = *! To strategic positions and protecting more valuable team members from dangerous opponents for! Most straightforward use of Adrenaline can win you the fight Nimble extraordinary HP damage * =... Anyone looking to LW ) Caves of Qud in their way ranged attackers content is available under CC-BY-SA otherwise... Softcap only slows this down by a Crypt Cleaver is some of Duelist. Bros will appreciate the bonus hit chance is rolled for in determination ratings! Work out, become a street magician.. Related perks Rally the Troops, Lone,... Using Dodge speed a charmed brother who is posing a danger all and. Damage numbers round downFinal damage: 72 armor damage and 25HP damage ( 37 if we! Throws to a bulky Nimble or Indom bro can let the rest of your to... Does have +10 % accuracy however and the cutting injury pool is the,! With Sword Mastery ( BD ) and CS, Gash can inflict injuries with just 1/12th of opponents HP 8.3! That battle brothers nimble forge Fur Padding ( AFP ) attachment reduces the amount of AID you.. Group or baiting them to strategic positions and protecting more valuable team members from dangerous opponents that it....