Favored Enemies

< back to Perks

< back to Enemies

## Favoured enemies

There are 20 favoured enemy perks. Each gives you an initial +5 to melee skill, ranged skill and maximum damage.  This bonus then scales over time, increasing by +1 for every 100 strength worth of enemies you kill. This means for strong enemies like Unholds, you only need to kill 2 to get an increase, but for weak enemies like rabble you may need to kill 25 to get the bonus. There is no cap on these bonuses. If an enemy appears in two lists, the bonuses stack.

## Favoured enemy contracts

For each of the beast and mystic types, taking the perk unlocks a new kind of contract to fight a new variant of that beast. You will need to rack up an additional 5% worth of bonus against your favoured beast enemy before the contracts become available, the contracts do not replace an existing contract, but they will compete for contract slot space in towns. Favoured enemy contracts are biased on the region that favoured enemy dwells in - for example, you will not find Rock Unhold contracts in the steppe region. But you will find them in the snow and tundra region where they spawn naturally.

## Favoured enemy perk groups

The perks are arranged into Perk Groups that are available for some backgrounds. **The numbers listed here are how many you need to kill of a particular enemy to get a +1% bonus to that favoured enemy perk.** Note that the brother who has the perk unlocked must score the killing blow for the perk to increase in power.

**All favoured Enemy perks are retroactively counted - meaning a brother can kill 30 direwolves and take the favoured enemy: direwolf perk afterwards and those pervious kills will count already.**

Portraits next to a  indicate that this enemy can spawn as a champion.

### Beasts Group

* Guaranteed to Beast slayer, Houndmaster, Hunter, Poacher, Rat Catcher, Shepard and Taxidermist

#### Nachzehrers

* Ghouls (any variant) - 6
* Skin Ghouls (any variant) - 2

#### Direwolf

* Direwolf - 6
* Hyena - 4
* Goblin Wolf Rider - 5
* White Direwolves - 0.5

#### Webknechts

* Spiders - 8
* Spider eggs - 10
* Redback Spiders - 1

#### Lindwurm

* Lindwurm - 1
* Stollwurm - 0.3
* Serpent - 4

### Mystic Group

* Guaranteed to Beast Slayers, Herbalists and Witch hunters

#### Schrats

* Schrats - 1
* Schrat Saplings - 10
* Greenwood Schrats - 0.3
* Greenwood Saplings - 5
* Ifrit - 1

#### Hexen

* Hexe - 2
* Hexe Coven Leaders - 0.5

#### Alps

* Alp - 3
* Demon alps - 0.3

### Undead Group

* Guaranteed to Monks, Nuns and Witch hunters

#### Skeleton

* Auxiliary - 7
* Legionary - 5
* Honour Guard - 3
* Priest - 2
* Skeleton Lich - 0.3
	+ Skeleton Lich Mirror Image - 0.5
* Skeleton Phylactery - 5
* Skeleton Gladiator - 10
* Skeleton Boss (The Conquerer) - 10
* Flying Skull - 30

#### Weirdeganger

* Armored Weirdeganger - 10
* Undead treasure hunter - 2
* Weirdeganger - 20
* Fallen hero - 5
* Zombie boss (Rachegeist) - 1
* Betrayer - 4
* Necromancer - 3

#### Necrosavant

* Necrosavants - 2
* Necrosavant Lord - 1
* Geist - 4
* Winselmutter - 3

**Note:** if an undead of any kind is risen by themselves or by a necromancer, killing them again gives the full bonus towards the favoured enemy count.

### Greenskins Group

* Guaranteed to Miners, Orc Slayers, Wildmen and Wildwomen

#### Orc

* Orc Berserker - 4
* Orc Young - 6
* Orc Warrior - 3
* Orc Warlord - 2
* Orc Behemoth - 2
* Orc Elite - 2

#### Goblin

* Goblin Fighter - 6
* Goblin Ambusher - 5
* Goblin Leader - 3
* Goblin Shaman - 3
* Goblin Wolfrider - 5

#### Unhold

* Unhold - 2
* Bog Unhold - 2
* Frost Unhold - 2
* Armored Unhold - 2
* Armored Frost Unhold - 2
* Rock Unhold - 0.5

### Civilization Group

* Guaranteed to Barbarians, Cannibals, Pickpockets, Pimps, Raiders and Thieves

#### Caravan

* Peasant (northern & southern) - 25
* Caravan Hand - 10
* Caravan Guard - 7
* Militia - 10
* Militia Archer - 8
* Militia Captain - 5
* Militia Veteran - 7
* Slave - 30
* Engineer - 15

#### Mercenary

* Bounty Hunter - 5
* Wardog - 12
* Mercenary - 4
* Mercenary (ranged) - 4
* Swordmaster - 2
* Hedge Knight - 2
* Master Archer - 2

#### Noble

* Footman - 5
* Zweihander - 4
* Billman - 5
* Arbalester - 5
* Standard Bearer - 4
* Sergeant - 3
* Knight - 2
* Fencer - 10
* Halberdier - 10
* Slinger - 10

### Outlanders Group

* Guaranteed to caravan hands, militia, peddlers, retired soldiers and sellswords

#### Bandits

* Bandit Rabble (including rabble poachers) - 30
* Bandit Thug - 15
* Bandit Poacher - 12
* Bandit Marksman - 7
* Bandit Raider - 5
* Bandit Veteran - 10
* Bandit Leader - 3
* Bandit Warlord - 10

#### Barbarians

* Barbarian Warhound - 10
* Barbarian Thrall - 8
* Barbarian Reaver - 4
* Barbarian Champion - 3
* Barbarian Chosen - 2
* Barbarian Drummer - 3
* Armoured Unholds - 2
* Beast Master - 5
* Barbarian Madman - 1

### Archers Group

* Guaranteed to Adventurous Ladies and Disowned Noblewomen

#### Archers

* Master Archer - 2
* Arbalester - 5
* Bandit Poacher - 12
* Bandit Marksman - 7
* Goblin Ambusher - 5
* Militia Archer - 8
* Slinger - 0
* Nomad Slinger - 12
* Nomad Archer - 7
* Gunner - 5
* Desert Stalker - 2

### Swordmasters Group

* Guaranteed to Swordmasters, Hedge Knights

#### Swordmasters

* Hedgeknight - 2
* Sword Master - 2
* Sergeant - 3
* Knight - 2
* Bandit Leader - 3
* Zweihander - 4
* Bandit Veteran - 10
* Bandit Warlord - 10
* Fencer - 10
* Barbarian Champion - 3
* Officer - 3
* Gladiator - 3
* Assassin - 3
* Nomad Leader - 3
* Executioner - 2
* Desert Devil - 2

#### Southerners

* Conscript - 5
* Gunner - 5
* Officer - 3
* Engineer - 15
* Assassin - 3
* Manhunter (escaped slaves origin) - 5
* Manhunter (ranged) (escaped slaves origin) - 6
* Manhunter Veteran (escaped slaves origin) - 3
* Manhunter Veteran (ranged) (escaped slaves origin) - 4
* Gladiator - 3
* Southern Peasant - 25

#### Nomads

* Slave - 30
* Gladiator - 3
* Nomad Cutthroat - 15
* Nomad Outlaw - 5
* Nomad Slinger - 12
* Nomad Archer - 7
* Nomad leader - 3
* Desert Stalker - 2
* Executioner - 2
* Desert Devil - 2
* Southern Peasant - 25