If you can consistently do this then it does wonders for the RES problems and you can even Rally if there is trouble. Even though Forge doesnt improve heavy armor as much as Nimble does light armor it still provides a decent amount of durability making it a valuable, if optional, perk. A 9AP cost is stifling. Here are some of the common picks: Head Necromancer Dark Cowl (40/-0) Sallet Helmet (120/-5) Assassin Metal Mask (140/-6) Zweihanders Helmet (160/-7) Barbute Helmet (190/-9) Body Necromancer Dark Rugged Surcoat (60/-4) Assassin Robes (120/-9)* Leather Lamellar Armor (95/-10) Basic Mail Shirt (115/-12) Noble Mail (160/-15). Forge protects better against the more common weak attackers. This is very expensive on Fatigue and you should really try to either kill that enemy or smack him away with a different bro, but if you want your spearman to have his own ability to do so then this is an option. Although you can use Frenzy without Berserk, Berserk makes it a lot stronger, and is generally the better of the two anyway, so youve probably already got it. Famed weapons: Duelist shinesDuelist gets stronger the higher your base damage and Ignore%. 300/300 vs. 300/320: Is +20 armor worth 4 FAT?Coat of Plates cost 4 more FAT (3 with Brawny) for 20 more durability than Coat of Scales which is not a good trade but gives additional protection, mostly against multiple weak attacks. Nimble is an obvious example that makes an enormous impact on a bros durability. Backliners have an easier time leveling INIT and picking up support perks due to being in less danger. They have it too by the way. You can . Just keep in mind that Chosen have Crippling Strikes so even if you do survive you are going to get injured. Two, Flails ignore the defense bonus of enemy shields. Furthermore, you can use Adrenaline to make sure you out speed a charmed brother who is posing a danger. Our Nimble bro is ~2.3x more durable and even beating the Forge brother here. Kraken is in a swampThe Kraken fight is in a swamp. WhipsWhip Disarm is a great control ability that is nice to have available for your team, but the Whip itself is a very weak weapon. Or you spend a turn repositioning to get 80% shots on the guy behind. Heavy armor performs well enough by default in the former case, so using another attachment like AFP if available is recommended. Low AID Duelists like Swords should not use HH. Bannerman: He should have 100+ RESYour Bannerman should hit 100+ RES to reach the Fearsome penalty cap of -20. You can build a fast bro who goes early in the turn order to weaken enemy units so that your other bros can get the kills. See how well critics are rating the Best Video Games of All Time - Page 40 It is better against the most dangerous enemies, which is a nice trait to have. Thats great right? Hit (lose stacks) -> miss (gain stack) -> miss (no stack), Hit (lose stacks) -> hit -> miss (gain stack), Hit (lose stacks) -> miss (gain stack) -> hit (lose stacks), Miss (gain stack) -> hit (lose stacks) -> miss (no stack), Miss (gain stack) -> miss (no stack) -> hit (lose stacks). Backstabber is usually only worth +5 and sometimes +10 or better. There are a lot of weapons that can function for equal or less than that per turn. You dont need Fearsome to accomplish this. You can use it to block annoying displacement abilities, save a bro in danger, protect damage dealers, control Necrosavants, and much more. For Goedendag, Mace Mastery will only effect Knock Out while Spear Mastery will only effect Thrust. An example would be a speedy Hammer guy who smacks enemies down the turn order with Stagger while stripping their armor so that your other bros can grab the kill and Berserk. The greater Ignore% is a pure damage upgrade against anything armored, and also has the added benefit of helping you deliver early injuries. Mastery CS Duelist Gash has a 25-100% chance to first hit injure a Chosen, depending on their armor. The Warriors cannot push if there are no empty tiles to push people back into. Injury value is inconsistentSome injuries are useful and others are not. Is Gifted bad in the long-term?No. Footwork provides insurance and peace of mindFW is a nice escape tool to have on fragile bros that may find themselves in danger if you arent confident in your positioning game. Alternatively, you can take Gifted for a +4 and then use the other Gifted gains to allow you to skip rolls elsewhere later on to take more +4s in RES. Mitigate poor rngBrow may not be strong in absolute terms, but as a defense to unlucky rng cases, you may find it reassuring to have. Now I am become death, the destroyer of worlds.. This can include frontliners. The Everyman A multi-purpose characterThis is a front line bro carrying different one-handed weapons, possibly a shield and control or utility tools. If possible, the character should pick at least one Mastery for the main weapon. Injury avoidanceColossus helps you avoid injuries and this effect should not be underappreciated. Well, no, that isnt really necessary. 1H Flail: HH is fantasticThe Flail can use Lash to setup HH stacks, after which you can use the regular attack and thus always be hitting the head without having to pay Lashs 19 FAT cost every attack. How useful Relentless is here is dependent on how fast you gain FAT and which enemies you are trying to outspeed. Adrenaline, etc.). But there is one thing makes BF in my game terrible. For example, CS Duelist Mace/Hammer deal much better damage, achieving similar injury rates with just normal attacks as the CS Duelist Gash Shamshir due to their innately higher damage output. Is under such a low risk of dying that he's better off 'protecting' his allies by doing a bit more damage. Even if you run 20 FAT per turn (many 1Handers with Spec) you are only slowly accumulating and only slowly losing Dodge value. The odds of hitting with a Headshot, in that case, would be 11.25%. Dont have your 70 HP, 3 RDF Nimble archer stand out in the open against 12 Ambushers. Heavy armor users that want more FatigueBrawny is pretty straightforward, if you want more Fatigue and your armor is heavy enough to get good value out of the perk, then consider picking it up. Damage Dealers: Berserk greatly increases damage dealingBerserk allows 2Handers to attack twice per turn instead of once, potentially doubling your damage output. This mobility is a huge advantage for Polearm users and one of the reasons why Polearm Mastery is so good. Some game mechanics will be relevant to multiple perk sections. You will find yourself against multiple enemies all the time and Underdog will be consistently useful. Dont take Student in the early game if you are having any difficulties. Taunt can protect other frontliners so that they can deal their damage in peace, or taunt can babysit dangerous enemies. 2H Mace: High damage and high AID2H Mace has probably the highest AID in the game and is even capable of one shooting Raiders/Footman depending on their armor loadout. Without QH this would take two turns and is probably two slow, but anyone else can throw the Smoke to save whoever is in trouble. If you can consistently get around 10 defense per turn then it is looking really good. 100 armor Young will need to hit the wall 5+ times before they reach the Fearsome window. + Provides a ton of stats+ Multiplies after gains from external factors and perks Very dangerous to use, can easily get you killed Usually not worth leaving formation to gain this buff Being alone leads to RES and FAT problems, A buff bubble will appear on the left of the screen when this effect is live The RES portion of this buff will multiply +RES Trophies, Lionheart potions, and the Banner buff Acts like Morale effects, in that it applies after most external factors/modifiers As such, will multiply gains by shields, Shieldwall, Dodge, Reach, Fast Ad., Fortified Mind, etc. Occurs before Anticipation in calculating for Anticipation value Remaining decimals round down Updates in real time as bros move Dogs/Allies will not disable LW. Anti-IjirokIjirok gets completely owned by Overwhelm. The frontline can spam expensive AoE attacks and then when their FAT is full the backline guys can Rotate in and switch to their 2Handers and continue the assault. Investing in Dagger Mastery (and even QH if you werent already using it for something else) is usually not worth the cost of a perk for a bit of extra damage when you arent getting a Berserk proc. A tank doing this can jump into or near the Ambushers, forcing them to waste time moving around instead of shooting. Second being that morale drops with Fearsome were too unlikely to occur. If there is a dangerous enemy or position you need to block then you can use Rotation to swap healthy bodies in front of the danger as each bro gets worn down, allowing you to better use your partys overall hp/armor rather than one guy getting stuck and killed. Rather than fish for low chance shots on him, you can instead just kill his escort after which you can safely walk over and finish him off. Specifically, early game Stun or Lash spammers can benefit a lot here. Then when your second move comes around you stand still and then flip back to your control, negating the Charm entirely. Since Forge requires very heavy armor, character builds should plan for 300/300. 11% injury on first shot. Better armor for less Nimble worth considering with lower HPGoing above 40% Nimble is better in some cases and worse in others.Generally speaking, 40% Nimble is recommended with high HP.For HP values of 80 or less, more durable armor performs slightly better, as long as it is still efficient. 120/115/42% (Sallet/Mail) makes a good starting basis. 120/160/47% (Sallet/Noble) sometimes wins, sometimes loses, so Noble Mail is not a must buy. Assassin Robes are generally preferred if available.As a rule, the higher Nimble value options do slightly better against weak fire (from Goblin Ambushers, for instance) and weapons causing bleeds, while the 40% Nimble setups get the edge against heavy attackers like Chosen. Since Barbarian two-handers are capable of 2-4 shoting most bros that arent using Indomitable, 9L actually has a better chance than usual to be meaningful here. Lesser Dueling options like regular Axe/Cleaver/Sword/Flail/Spear will benefit more from CS as their lower innate Ignore% makes them less capable of injuries against armored targets as the former weapons. + A handy escape tool for vulnerable brothers+ Can be used offensively in creative ways+ Can allow you to be more aggressive, knowing that you have an out Expensive to cast, you may not have enough FAT when you most need it With smart play and good positioning it usually isnt needed Unlike Rotation, only saves yourself rather than being able to save others Similar effect achieved by QH with a Smoke Bomb, Costs 3 AP and 25 Fatigue Can be used multiple times per turn, AP/FAT allowing Can move up or down one height elevation Ignores Zone of Control. If you arent confident in your Warrior game then dont get greedy and just use FW. Fencing: FW is not very practicalIt might seem like FW is a good idea on Fencing to setup Lunges, but the cost in AP/FAT makes doing so very impractical and it will just make you Fatigue out faster and weaken your Lunges. You appear to have crafted Cheese at the Taxidermist. Orc Warriors like to push your team around and jump into fragile backliners. A small benefit that is certainly weaker than taking a real perk in its place. The following are a few example enemies against an 80hp 300/300 Forge bro using AFP attachment, and with or without Brow. No, but he can work, and instead of the accuracy perks you could instead pickup defensive or utility perks if your bro/team needs those more than the direct killing power of Berserk/Frenzy. Student is a perk which is a little boring on the surface, but extremely handy. Both can win. Assuming your Banner has respectable MSK, Fearsome can be a good way to translate his RES into some debuffs. A safe back liner can get away with less. You can get Anticipation by level 4 which provides a decent chuck of added protection in the early game when your range units are at their most vulnerable. If you enjoyed the guide, consider leaving a star rating, thumbs up, or comment so it gets more visibility. 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. For example, a Warhammer bro would be better with a Sword in a regular Unhold fight even if he has Hammer Mastery, so give him a sword for that fight. There are a number of ways to control this. 51% injury on first shot. If FW is something you would often use than this wont be a reasonable substitute, but as a panic option to save endangered bros you can carry a Smoke or two on the team and free up a perk slot away from FW. can often find themselves hitting in this window, and will therefore enjoy a lot of extra checks with Fearsome. You cant always just stand around and let the enemies walk into you. Indom is not a passive effect and expensive to spamOf course, the downside to Indom is that it is not a passive effect. The 5AP cost also opens up many good options to pair with QH such as to combine with a 4AP attack such as 2H Cleaver, or a Whip attack. See the Game Mechanics section if you are unclear on this. 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? It isnt really the way you should be evaluating perks in game. : 40 base RES is +10 and 43 base RES is also +10 Updates as your bro levels and gains more points Modifies after traits like Brave/Fearless Modifies Resolve gained from Trophies or the Sash Modifies Resolve gained from the Banner aura and Lionheart Potions Refer to thislink to see various Resolve checks/modifiers. Rule of thumb. It works great with the Handgonnes ability to hit six targets at once. Recover might well be a must-pick for this fight. Recover supportThe larger your Fatigue pool is, the more that you can get back with Recover. Specialize in heavy armor: the heavier your armor and helmet, the more you benefit! Earthdawn - 1st Edition- Legends of Earthdawn - Volume One - Free download as PDF File (.pdf), Text File (.txt) or read online for free. Any bro who isnt extremely skilledUnlike FA which loses value as you get more skilled, Backstabber still does fine on highly skilled units. Relentless negates this issue. Another short an obvious answer is that Duelists make the best use of your famed 1Handers. INIT investment and Relentless can really help this build. Two-Handers: CS value depends on weapon choiceFor the most part CS is wasted on two-handers unless you are trying to Injure Unholds, Orc Warriors, Chosen, or Nimble enemies. Brow is similar in purpose but weaker than Colossus. WhipsWhips are commonly combined into Polearm builds for Disarm utility. When trying to decide between Reach or another perk, try and make a guess as to how much defense you are going to generally be getting. Getting stuck in a bad position is the highest cause of death. Brute: HH is not automatically good hereHH can help capitalize on the Brute modifier, but Brute also lowers accuracy which can lead to more wasted stacks. Armor damage = 90 * 0.7 * 0.5(Indom) * 1.15 = 36.23. Gifted provides a flat +10 stats always and Backstabber is usually at least +5 accuracy. In 1827 as Nimble was sailing to Smyrna from London pirates plundered her of part of her cargo, stores, and men's clothes. This means your Spearwall is active all through turn 2 and 3 even if you get breached (assuming Mastery). As if the durability gains werent enough, this makes Indom extremely good in fights against Unholds and Orcs who are the main users of such abilities. Anti-Goblins: Goblins are vulnerable to one hit killsGoblins have low armor and low HP which makes them especially vulnerable to one hit kills compared to other factions in the game. Goblins are weak enough that many AoE skills can one shot them. Are you really sure you want to be halving your accuracy?Lets start with cover mechanics and how they affect accuracy. Anti-Kraken: Save a brother or get back into formationAdrenaline can be good in the Kraken fight since the fight is largely about making sure you dont get dragged around by the Tentacles. We drop down to 20% without Bullseye and 40% with Bullseye. For example, a Hammer user that switches to a Sword/Cleaver after he knocks down the armor, or a Spear user who switches to a better weapon once his Spearwall is breached. Fortified Mind and Resilient are two of the best perks for this fight, and decrease danger to poor rng. You want a very dodgy bro to make this work, and given Swords low damage vs. armor you will need some backup Swords or a different option against heavily armored foes. Makes use of the character's current health, current helmet and body armor durabilty, Steel Brow, Nimble, Battle Forged and active Indomitable. Instead of hoping for value on missed shots you should instead be going for shots that are likely to hit in the first place. Brow essentially increases your effective HP count, but only against headshots while Colossus increases your effective HP count against everything. You can combine this with other debuff skills like Stagger/Daze, or just use it on a fast Warhammer guy (as an example) who Batters down armor for other bros while applying Overwhelms. Colossus can help you reach a comfortable level. Anti-Barbarian: Adrenaline the Adrenaline usersBeat Barbarians at their own game by using your own Adrenaline to try and outspeed their Adrenaline. Dragon Quest III. The brothers end up with similar stat lines at level 11 and don't qualify for different builds. In short, teams that rely heavily on a single or few archers or throwers for damage and kills may want to give them Bags, but otherwise Bags rarely matters when it comes to ammunition. Back line solid protection for little costCharacters in the back line are mostly safe from harm, but they can still be targeted by ranged attacks and Nimble offers good enough protection against those. You dont want to spend extra FAT and lower your damage and still fail your Stun because it is only 75%. Fencers also guzzle FAT so Relentless will start providing good value quickly. Generally, Duelists just feel more flexible with 4AP attacks instead of 6AP attacks. Any unit with QH can now just drop a bomb down quickly and run away if needed. Gunners are an exception, being the only fragile unit Gilded will field and they are highly dangerous. You can use it for mobility or repositioning for next turn. Because Overwhelm affects enemies, it gets around the 50 MDF softcap, making it enormously strong on high defense brothers. Attacking before an enemy can provide more benefits than just trying to get well timed killing blows. LPR will reduce FAT cost first, also rounding up in the same way. Overwhelm can limit these enemies. Misconception Dodge is bad because the value decreases over the fightNo, the early part of the fight is the most important. Third problem is that enemies can attack you before you get a chance to attack them depending on battlefield conditions, meaning you have no Reach value on their opening strike. This makes sense because range units cannot attack when they get zoned, and they also tend to be fragile (low hp and defense) meaning that if they cant run away they are at risk of death. Heavily armored enemies can also neuter HHs effectiveness. For example, you can easily use a 2H Mace without mastery which is far stronger than a Billhook. There is nothing about Duelist that favors it going for Nimble vs. This makes it worse against the common weak/squishy enemy types. Each hit with a two-handed melee weapon adds a stack of Reach Advantage that increases your Melee Defense by 5, up to a maximum of 5 stacks, until this character`s next turn. Enemies have their respective perks/weapon skills in play. You can be successful with LW and Ironman once you know what you are doing, despite the dangers. Legacy information: Anticipation used to be goodPrior to the B&E DLC, Nimble was terrible which made heavy armor the only viable option to not be at risk of immediate death all of the time. Rotation can save the day here. So it is hard to actually benefit from high RDF, unless the opponent targeting behavior can be predicted and somewhat controlled. Orc Warriors for example are bulky enough that even strong weapons will have trouble defeating them quickly, and HH is going to end up splitting your damage more against them. Gifted competes well against other stat boostersGifted is a lot stronger than some people in the community give it credit for. Below chart has the weapon, base hit modifier displayed on the tooltip (Hit Mod), hit penalty per tile (DistPen), distance penalty begins (PenStart), and the resulting effect of these modifiers at 2 range as an example ([emailprotected]).WeaponHIt ModDistPenPenStart[emailprotected]Throwing+30%-10%2+20%Handgonne+10%-10%3+10%Crossbow+15%-3%2+12%Bow QS0%-4%2-4%. Normally the rarity of headshots can make them prohibitive to actually killing enemies as they have a healthy helmet to absorb the blow. This can be a good move if you need to hunker down for two turns to survive a threat, but be careful to neuter any threats within those two turns, as otherwise this bro is unlikely to be able to do this again without losing a turn to Recover. Furthermore, enemies like to focus on bros with low HP, so your injured and dying 9L bro is going to take a lot of aggro and likely die. You can use the extra defense to stack with a shield for 30+ defense by level 3 which is of course wonderful against common early game threats. Since hit chance is calculated with both your Skill and the enemy Defense, FA is more useful against dodgy enemies like Shield Wall spamming Footman/Ancient Dead/Conscripts, Goblins at range, etc. Without good armor, BF underperforms Nimble, let alone Nimble Dodge. Nimble with base equipment beats Forge until its set with 300/300. Light armor/Initiative: Brawny is not your pickYou should not be taking Brawny on an Initiative build just because it gives Initiative. HMS Cambrian and Rose fitted out three misticos that on 27 June 1827, at Andros, captured a row galley, armed with one gun.The galley's 30, or 35 crew members escaped ashore. This makes it normally pretty difficult to get morale drops on them. It also pairs well with ranged weapon hybrids since Bow shots cost 4AP and Crossbows can shoot or reload with 4 AP. Nimble usually performs better against weapons with high AID such as two-handed weapons or Crossbows, while Forge excels against repeated weak attacks. A scattered shot also does 25% less damage to the new tile/target. Otherwise, LW is quick ticket to the obituary. Clearly, the differences between Indom and not are astronomical, with the effect being more pronounced against dangerous enemies that deal a lot of armor ignoring damage. Knowing that you have it as a safety option means that you can take more risks. Even so, this is a solid pick for any bro in the early game, particularly if they dont have very good MSK potential in the long run. Each item in a bag slot costs half of its FAT cost to carry. This is because the amount that it increases your survivability is unmatched by any other perk in the game, and it works favorably with strong skills like Nimble and Forge which you are likely going to be grabbing anyway. Lone Wolf: Underdog is an easy pickIf you are trying to Lone Wolf then you are very likely going to get surrounded by multiple foes and will very much appreciate having Underdogs defensive support. Subsequent changes will be detailed in the History section at the bottom of the guide. Unique weapon logic is in play. The enemies are still there and your brother is still in danger. Frenzy is good in these fights. Your veterans should be able to keep your fresh blood safe in battle so the short term loss of missing a perk isnt as big a deal. With Duelist these go up to 65/75% which is huge. Nimble: Gifted is better than usualNimble loves having a high hp count. This means that if you turn Frenzy online this turn but have no AP left to do anything, then you only actually got one turn of value (next turn). How you evaluate Colossus is going to depend a lot on whether you plan on going Nimble or Forge later on. Famed 300 armors have a wide range of FAT costs that will impact Brawny value. With weaker weapons HH still suffers from its old malaise of splitting your damage more, and as such HH should be avoided on weaker weapons. It's both dude, so the bf and nimble stats are both there at the same time, Yeah I know what you mean pal and I'd nearly always take dodge on a nimble bro and nearly all my tanks are BG. As such, most weapons will have a Fearsome window where they can benefit from the perks first effect. You pay up front (a perk point) in exchange for an insurance policy that only rewards you during a bad event (death). On bros with low Fatigue, Executioner like KF can make more sense than Berserk as the value is not contingent on having enough Fatigue to capitalize on Berserk. Perk Pictures are sourced from the Wiki and licensed under the same rules as the whole wiki. Yeah definitely going to have to get into cultists on next run as it looks awesome although it seems like one of the most difficult starts and tbh I've struggled with a couple attempted play throughs with bad rng and mostly playing it like a normal campaign where as I clearly need to change up my tactics for recruiting and gearing etc. With the Adrenaline nerf to 1AP, you can no longer cheese Fatigue requirements using the Adrenaline cycle. Disarm utility Goedendag, Mace Mastery will only effect Knock out while Mastery. Just trying to outspeed surface, but only against headshots while Colossus increases effective... It is looking really good can babysit dangerous enemies become death, the downside to Indom is a! 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Second move comes around you stand still and then flip back to your control, negating Charm! Enemy can provide more benefits than just trying to outspeed time leveling INIT picking... Extra checks with Fearsome were too unlikely to occur ) makes a good way to translate his RES some!