recursal/Fanatic-Fandom huggingface dataset:
Potion Of Oblivion

< back to home

< back to crafting

< back to perk group- class

The potion of oblivion is an item that can reset and refund the perk points of a brother when consumed.

* Perks that were allocated automatically will be removed, but not refunded.
* An oblivion potion is commonly crafted. But can also be found via camping.

When at camp, you must have brothers that are assigned to the gathering tent with  potion brewer and/or  gatherer perks.

* When there are a total of 20 levels of potion brewer and 60 of gatherer, a potion of oblivion may be found.
* Exceeding this threshold will allow potions of oblivion to be found more frequently and faster.
Noble

Back to origins

Basic Information
2. Noble Warrior
3. Noble Arbalest
4. Servant
 Keyword(s)
 Origin Modifier(s)
* Lowborns cost more to hire and maintain
* Your studies at the academy gave tactical and campaign skills, everyone begins with Rotation.
* If the Noble Commander dies, it is game over.

### Description:

"Born to a noble family, you were born to rule. With your trusted men at your side it is time to conquer the world, as is your birthright."

### Start bias:

* You may recruit noble house units from settlements
* Start at professional renown

* One noble house is always hostile
* Noble recruits cost 10% less, everyone else costs 10% more
* All recruits and starting brothers gain the "rotation" perk

### Starting brothers:

* One noble captain (Avatar, starts as a drunkard)
* One noble house arbalest (always starts with sureshot)
* One servant (always starts with old)
* One noble house warrior (always starts with huge)
* Two noble house footsoldiers (one always starts with pragmatic, the other with greedy)

### Premise:

A noble who does not sit idly and have things come to him or her. But instead prefers war and conquest.

### Battle tactics:

1. Noble house units are cost efficient and are somewhere between militia and nobles in strength.
2. Noble house units are somewhat predisposed to certain perks, stats and playstyles.
3. Warriors are predisposed to being two handers, typically axes or zweihanders.
4. Footsoldiers are typical shielded frontline units.
5. Arbalesters are ranged units.
6. The servant is a poor combatant, but does have access to camp cooking and paymaster perks. Making them an ideal camp or reserve brother.
7. Although the above units have their Masteryialisations, all of them have the potential to be good at one another's role to an extent.
8. This start emphasises tactical flexibility and gives the player excellent equipment and starting brothers, although not individually strong the start does allow each unit to make up part of a greater force.
9. The arbalests, warriors and footsoldiers can be recruited in settlements, these brothers typically have much better starting stats than backgrounds of a similar price line, and therefore make good soldiers regardless of their stars and traits.

### Miscellaneous/trivia;

1. One of the best places to find noble house units are forts and castles.
2. You will always start in the lands of the noble house that is hostile to you, depending on the map size and values this can end your run early by being cornered or ambushed by noble patrols.
3. The noble house hostile to you will eventually turn back to neutral relations.
4. Noble house units will always have the same background descriptions, just with their relevant names changed.
5. The captain is an excellent support, but also an excellent polearm user. A company banner suits him well.
Toastmasters Bern Wiki

Welcome to the Toastmasters Bern Wiki.

Before editing any pages, read The Rules of our wiki.

If you would like to learn how to use Fandom before doing your first edit, head to The Playground. There you can safely experiment with the platform. Anyway, there is a revision history for each page; it is not possible to accidentally erase something permanently.

## Members wiki

### Resources

Recommended books

Mentoring resources

Covid-19 Schutzkonzept

### Meeting roles

Toastmaster

Speaker

Evaluator

Table topic master

Ah-counter

Grammarian

General evaluator

Timekeeper

### Mentoring program

Mentor List

Mentor Job Description

Mentees

### Speech types

Pathway speeches

Jokes, Pet Peeves and Reviews

## Officers wiki

### Officers roles

The responsibilities for each officers are described in the Club Leadership Handbook. As a team, the executive committee is responsible for creating a club budget, complete a Club Success Plan and define a strategy for the Distinguished Club Program. Specific information about our club for each officer may be given in the links below.

President

Vice President Education

Vice President Membership

Vice President Public Relations

Secretary

Treasurer

Sergeant at Arms

Immediate Past President

### Task management

Visiting guest

Change of location or time

Member sign up

Member subscription cancelling

Award presentation

New officers elections

### Events

Club contest

Christmas party

Annual general meeting

Workshops
Extrastentialism

Extrastentialism is the twelfth studio album released by Everything In The Sky released on February 16, 2021. The album was conceived early January 2021 and was described to “focus on the complexities that come with being a human with a conscience”. The lead single “Too Good” was released on January 4, 2020 and peaked at number 11. The second single “Supernova” was released on January 11, 2021 and the album titled was announced along side it. A repackaged version of the album was announced alongside the release date titled **Extrastentialism 101: Full Volume** which would come with audio and video clips with lessons on “extrastentialism” with a textbook.

## Track Listing

1. Too Good
2. Entitled
3. What Is True Love?
4. Supernova
5. NUMBER 5
6. Transcend
7. Best Place on Earth
8. Who Cares
9. Real Devils
10. Work For It
11. Outsider
12. A Punishment You’ll Never Forget

**Extrastentialism 101: Full Volume**

1. Too Good
2. Entitled
3. What Is True Love?
4. Caring 101 (Tape)
5. NUMBER 5
6. The System (Tape)
7. Transcend
8. Best Place On Earth
9. Spirit (Tape)
10. Who Cares
11. Real Devils
12. Work For It
13. Caring 102 (Tape)
14. Outsider
15. A Punishment You’ll Never Forget
16. Extrastentialism (Tape)
17. Supernova

## Commercial Performance

All six singles peaked in the top 20 of the singles chart. The fourth single “Best Place On Earth” peaked at number nine and became the group’s second top ten single, after “Fired Up [1.2 Remix]. All singles sold 40,000 copies in their first turn.

*Extrastentialism* debuted at number 2 on the album’s chart with 65,000 copies sold in its first turn, which was their second biggest sales turn overall. In its second turn, the album rose to number one, with 60,000 copies sold and became the group’s fifth consecutive number one album.
Camp management

< Back to: **Home**

Your camp is the heart of your company's daily existence, where your mercenaries take care of all the necessities of life. Like a little town away from town, the camp lets you manage your resources and set your bros to various tasks. Tent benefits do not stack, therefore having one of each tent upgrade is enough for the full benefit.

#### Reserves

Putting brothers into reserve works differently in legends, each brother can be put into reserves with a click of a button (click the sword at the top left near them), when done it will show a tent which means they will not be fighting in the next battle.

Beware - if you are attacked or ambushed they will be forced to fight. Brothers consume double provisions while in reserve.

#### Tent Upgrades

* Tents can be difficult to find, but will always spawn under some conditions. Upgrade tents do not drop as loot and must be bought.
* Weaponsmiths and armourers both sell repair tents frequently - however all tents can be found in marketplaces depending on the wealth and what builds are present at that time (see: cheapest in settlements with).
* The enchanting tent is the rarest of them all as it requires high wealth to appear. One can usually trigger it to spawn by completing a caravan escort mission to a medium or large town and then checking the marketplace.

#### Camping effects

Some brothers or sisters may provide different bonuses when assigned to some tents - a monk will heal and heal injuries more quickly than he can salvage gear, a Hedge knight knows nothing about gathering berries but does know how to repair and maintain company equipment. A swordmaster lacks scouting knowledge but can help brothers train faster.

* When assigning a brother to a tent, the brother with the highest % will have their modifier multiplied by 1.

* The brother with the second highest % will have their % reduce by 1 divided by the square root of 2. The third brother will have their % divided by the square root of 3, etc.
	+ **The crafting tent ignores this modifier.**

* An upgraded tent increases global work speed of all brothers in it by 15%, but the above rules will still apply.

> In summary, assigning multiple brothers to the same tent to perform the same job decreases their effectiveness and produces diminishing returns for the brothers with a weaker %.
>
>

**For backgrounds and their camp modifiers, a full list can be found here**
Actives

Back to home

Back to skills, traits, effects and perks

Actives are effects that can influence stats or certain interactions with other mechanics in the game.

Actives can be used by the player, consumed via items or obtained from levelling. Some active effects may only be used by NPCs or stack with itself to provide a greater benefit. Actives that do not stack will instead refresh the duration of the initial effect.

Despite being called an active, these effects do not always need to be activated to gain benefit as many can be passive or innate to some attacks. Effects that do not stack will often have their duration refreshed or otherwise reapplied.

Below is a list of the actives and effects in Legends.

## Equipment Actives

Actives from held weapons and equipment, note that some of these effects can also come from enemy attacks or other sources. Some effects here may require perks to use.

## Perk Actives

Actives given by perks, these actives also apply to enemies. Some effects here may require specific weapons to use.

## Enemy Actives

Actives only available or used by enemies, see racial or enemies, some actives here can also be obtained with specific perks or items for the player. But are mostly from enemies.

## Consumable Actives

Actives from consumables, see: craftable items
Backgrounds (technical)

< Back to **Home**

< Back to **Backgrounds**

< Back to **Perks**

< Back to **Enemies**

### Introduction

In Legends, backgrounds have multiple factors that culminate in their final form where they can be recruited or found. Some backgrounds have static elements which never change, but most backgrounds have a degree of randomness.

### Basics

At a basic level - many elements in legends are unchanged from vanilla, below are some statistic elements how how they affect a brother being created;

### Race and gender

Aside from cosmetic looks and starting equipment, race plays no part in the function of a brother. Some backgrounds can only be southern (see: indebted) but otherwise have little effect on the game aside from a few events.

Gender plays a stronger role;

* **Male** backgrounds start with a +10 hitpoints but -10 fatigue bias
* **Female** Backgrounds spawn with a -10 hitpoints bias but +10 fatigue bias

Some backgrounds can only be male or female, even with battle sisters on.

### Basepoints & camping

In Legends various backgrounds have particular skills they can apply to camping tents. Every background can do a job in any tent, however some are better suited to it than others. When a brother does not have a bonus to a camp activity they will be assigned a **zero** instead.

* **When assigning a brother to a tent, the brother with the highest % will have their modifier multiplied by 1.**

* **The brother with the second highest % will have their % reduce by 1 divided by the square root of 2. The third brother will have their % divided by the square root of 3, etc.**
	+ **The crafting tent ignores this modifier.**

* **Any upgraded tent increases global workspeed by x1.15.**

The zero translates to a % or flat number, which are displayed below;

### Terrain

In Legends and Vanilla terrain like swamps, mountains, hills and other obstructions can slow the movement of your party. However in Legends many backgrounds have the ability to mitigate these negative movement penalties, or make you travel faster than normal across ground that isn't obstructed. As your party size increases, your overall speed will decrease. Below is a list of the terrain types as stated in the code;

Terrain modifiers in array
2. 0.0 // Ocean
3. 0.0 // Plains
4. 0.0 // Swamp
5. 0.0 // Hills
6. 0.0 // Forest
7. 0.0 // Forest
8. 0.0 // Forest leaves
9. 0.0 // Autumn forest
10. 0.0 // Mountains
11. 0.0 // Unknown
12. 0.0 // Farmland
13. 0.0 // Snow
14. 0.0 // Badlands
15. 0.0 // Highlands
16. 0.0 // Steppes
17. 0.0 // Ocean
18. 0.0 // Desert
19. 0.0 // Oasis

### Background Types

Some brothers may be unhappy following certain origins or commanders, some may not appear at all. Below is a list of the background types and how they affect recruitment.
Rune Sigils

< Back to **Vala**

< Back to **Gear**

< Back to **Enemies**

## Overview

The Vala can, via four different perks, craft different kinds of rune sigils that can be attached to different types of equipment. Adding a second rune to a weapon/shield replaces the first rune, but does not return the first rune (however, salvaging a runed item does return the rune). Armor and helmet runes can be detached like other layers. Adding armour upgrades does not remove runes.

Runes can also be found on specific enemy types who will drop one class of rune. The legendary counterparts of each enemy will also drop the same classes of runes with the exception of Demon alps, which will only drops unbreaking runes while the regular Alp only drops weapon runes.

* Demon alps  will drop unbreaking runes
* Alps  will drop weapon runes
* Hexen  and Hexe coven leaders  will drop helmet runes
* Lindwurms  and Stollwurms  will drop armour runes
* Schrats  and Greenwood schrats  will drop shield runes

The beast slayer origin increases the droprate of runes from all enemies, even with magic turned off in the worldgen settings there is still a very slim chance (around 1%) a rune will still drop. All dropped runes have randomised values and can be as good as runes improved through the enchanting tent.

### Crafting Runes

Inscription mastery  increases runecrafting rate by 30%, additionally, an enchanting tent  increases it by a further 15% and allows the Vala to craft better quality runes. The better quality of the outcome is not guaranteed.

## Shield Rune Sigils

* Defense -- bonus to melee and ranged defenses (**-3-6%** each)
* Radiance -- adjacent enemies get a malus to their melee skill and melee defense (**-3-6%** each)

## Helmet Rune Sigils

* Bravery -- **+3-6%** bonus to resolve and **+1-3** resolve at all morale checks
* Clarity -- bonus to vision (**+0-1**) and experience gained (**+3-6%**)
* Luck -- adds a **3-6%** chance that any attacker require two successful attack rolls in order to hit

## Armor Rune Sigils

* Endurance -- bonus to fatigue recovery (**+0-1**) and lowers fatigue cost (**-3-6%**)
* Safety -- **+3-6%** bonus to hitpoints and lowers damage received by **-3-6%**

## Weapon Rune Sigils

* Accuracy -- **+3-6%** bonus to melee and ranged skills
* Bleeding -- adds bleed (**3-6** damage) to any target hit (unless they are immune) for **1-2** turns
* Feeding -- a portion of health damage inflicted (**2-4%**) recovers the user's fatigue
* Poison -- adds a debilitating poison(strength 3-6, lowering action points and initiative) to any target hit (unless they are immune) for **1-2** turns.
* Power -- **+3-6%** bonus to total damage inflicted and to maximum damage.
* Unbreaking -- restores **3-9** durability on kill.
Druid

Back to origins

always 3 talents in hitpoints and matt

 Tier 1
LegendWither
LegendUnarmedTraining
LegendSpecStaffSkill
LegendSpecialistSickleSkill
Student
Colossus
NineLives
Pathfinder
Recover
 Tier 2
LegendGatherer
LegendKick
FortifiedMind
Executioner
Dodge
HoldOut
LegendComposure
QuickHands
LegendSmackdown
 Tier 3
LegendHerbcraft
LegendPrayerOfLife
LegendGrapple
LegendSpecialistSickleDamage
LegendSpecStaffStun
Rotation
Taunt
Feint
Relentless
 Tier 4
LegendSpecBandage
LegendSpecPoison
LegendSummonWolf
LegendSpecFists
SpecSword
SpecThrowing
LegendMasteryStaves
LegendFavouredEnemyGoblin
 Tier 5
LegendChoke
LegendReadOmensTrance
LegendInsects
LoneWolf
Footwork
Vengeance
LegendBattleheart
LegendFavouredEnemyOrk
 Tier 6
LegendDistantVisions
LegendUnarmedLunge
LegendMuscularity
LegendSummonStorm
LegendClarity
Berserk
Nimble
LegendMindOverBody
LastStand
 Tier 7
LegendFieldTriage
LegendTumble
LegendSummonBear
Fearsome
Duelist
KillingFrenzy
BattleFlow
Stalwart
 +10-25 hitpoints
-5-+5 Resolve
5-10 Fatigue
5-10 melee skill
-10-+8 ranged skill
5-15 melee defense
-5-+5 ranged defense
-5 - -10 initiative
Random Party/Solo/Trio

Back to Origins

## Random party

### Description:

> "A wild new adventure each time, 1-6 party members randomly chosen from all backgrounds"
>
>

### Start bias:

* Randomised brothers
* Randomised equipment
* Get 3 times less to 3 times more money, tools, medicine and ammo

### Starting brothers:

* One to six randomly generated brothers (no avatars)

### Premise:

1-6 random brothers who are generated as a new party

### Battle tactics:

1. Variable, highly dependant on start and synergy

### Miscellaneous/trivia;

1. It is possible to get a donkey as a brother.
2. It is possible to get legendary commanders such as warlocks, seers, crusaders and more.
3. It is possible to also get a vala.
4. It is possible (a bit slim) to get more than 1 of a specific background, such as 2 seers.

## Random solo

### Description:

> "Striking out on your own, who knows what the world has in store?"
>
>

### Start bias:

* One random brother
* Random equipment

### Premise:

Similar to the random party, but for only 1 brother

### Miscellaneous/trivia;

1. It is possible to get a donkey as a brother.
2. It is possible to get legendary commanders such as warlocks, seers, crusaders and more.
3. It is possible to also get a vala.
4. It is possible to get a beggar.

## Random trio

### Description:

> "Having fled a raid, three fellows decide to forge out a new path"
>
>

### Start bias:

* Three random brothers
* Random equipment

### Premise:

Similar to the random party, but for only 3 brothers

### Miscellaneous/trivia;

1. It is possible to get a donkey as a brother.
2. It is possible to get legendary commanders such as warlocks, seers, crusaders and more.
3. It is possible to also get a vala.
4. It is possible (a bit slim) to get more than 1 of a specific background, such as 2 seers.
Beggar

## Beggar Commander

The beggar was the first commander in legends, and was intended as a challenge run. It has the most extensive intro story, but no additional events.

Future plans:

Devs have stated that the the run should be harder than it is, with a noble faction out to get you from the start, noble war on whatever faction you ally with, and hitmen sent after you through the course of the game.  This would involve a metagame of proving your innocence to stop the faction wars.

There has also been discussion of the beggar "evolving" into other classes if you make it far enough through the run with him.

 Bravery
 Stamina
 Melee Skill
 Ranged Skill
 Melee Defense
 Ranged Defense
 Initiative

25% chance of a knife

25% chance of a stick

50% chance of a sack cloth

50% chance of leather wraps

25% chance of a hood
Legendmod Wiki

## Legends Mod

**Battle Brothers: Legends** is an overhaul for the Battle Brothers video game. The goal is to increase replayability while keeping within the Battle Brothers universe. Legends expands several features like armour, camping and questing.

If you are looking for precise information, consider using the advanced category search function.

Before you start playing Legends, it is important to note that **Legends is an overhaul mod**, which means it frequently **overwrites, changes and sometimes removes vanilla features** to offer a differant experience. As such, **not all mods will work with Legends**. A working document of working mods can be found HERE.

## Main Pages

* Vanilla Origins
* Commanders
* Perkgroups
* Enchanting Tent
* Crafting Tent
* Healing Tent
 Enemies
 Learn about the enemies and new threats in legends     | Information on weapons, armour, runes and shields        Subcategories;* Weapons
* Armour
* Helmets
* Shields
* Runes
* Negotiations
* Perks
* Racial
 Stronghold
 (coming soon!)
* Attached Locations
 Modding
 Learn how to get started modding Battle BrothersSubcategories;* Tutorials

If you don't know where to find us, or want to be active in the biggest Battle Brothers Mod community, feel free to drop by and join the conversation on our Discord Channel at https://discord.gg/fnZjkqtrpv

If you wish to pitch in with the work on the wiki, please see the To-Do List.
Twitter
Assassin Commander

Back to Backgrounds

Back to Home

Back to origins

> "A quick, efficient and ruthless assassin. You strike from the shadows and collect the rewards."
>
>

### Premise:

A highly skilled glass cannon brother who in the lategame can effortlessly duel knights, bosses and swordmasters.

### Battle tactics:

1. One school of thought is to use the camouflage mechanic and attack armies from behind, often killing their ranged units before they can react.
2. Another school of thought is to become a bandit and fight caravans and peasants until you can become self sustainable from these fights.
3. The high initiative and melee attack of the assassin makes him an ideal swordstaff, estoc or fencing sword user due to the scaling damage of lunge, however in fights versus weaker enemies he can become quickly overwhelmed.
4. Another method is to use a parry dagger and a mainhand weapon (like a redback dagger) to subvert the enemy's armour, attacking their life directly and causing them to rout.
5. The redback helmet is eMastery: ially effective with the assassin, allowing him to trap units and doubling the damage of the redback dagger.
6. The assassin can recruit additional brothers to act as distractions or shieldwalls to block in and tie up targets for the assassin to assail.
7. If skilled correctly, the assassin can easily kill almost any enemy in single combat.

### Miscellaneous/trivia;

1. The camouflage perk is known to be unstable, the enemy can sometimes target the camouflaged brother with ranged weaponry, the cause of this is obscure.
2. An additional assassin cannot be recruited from the bastard-assassin event, however there is a minor chance an assassin will be found for hire in a town recruitment pool.
3. If a potion of oblivion is used on a brother or the assassin, all bonus starting perks will not be refunded.
4. The original assassin does not get paid.
Ranger

Back to origins

### Description:

> "Originally hailing from far afield, the rangers are sworn to protect their ancestral woodlands. Increasing intrusions led the rangers to these lands."
>
>

### Start bias:

* Not everyone is cut out for the Rangers, some love nature and are eager to join, others will need more coin to convince. All recruits gain Pathfinder.
* Expert scouts - You move faster on the campaign map and can always get a scouting report for any enemies near you.
Repair Tent

back to Camp management

-Repairs can now only happen while encamped.

-All gear is repaired in a queue

-Queue doesn't progress unless someone is in the tent

-Damaged gear is added to the queue after a fight

- alt-right click to queue stash items for repair

-You can rearrange the queue in the repair tent at any time

-Drag gear from stash side to repair side to queue up (equipped gear is included in this view - you do not have to unequip it manually). You can also right click any piece to swap it to the other side.

-Gear is repaired linearly. Left to right, top to bottom in the queue.

-Each hour encamped, durability is added to the queued equipment.

-The amount of durability added per hour is based on how many people have been assigned to repair duty

-1 unit of tools can repair 15 durability.

-Different backgrounds repair at different rates.

-Tent upgrade can be bought from weaponsmiths though its quite rare.
Crusader

Back to origins

### Description:

> "Sent on a holy quest to rid the world of undead, you walk a righteous path alone."
>
>

### Premise:

A highly elite, defensively focused brother with some melee flexibility and akin to a swordmaster with fewer downsides.

### Battle tactics:

1. Although not as strong in melee as the berserker, the crusader has one of the highest possible melee defence stats in the game - on par and occasionally exceeding that of swordmasters.
2. The high melee defence makes the crusader an ideal two handed unit, eMastery: ially when accompanied with the perk "reach advantage".
3. The best way to use reach advantage is to use a two handed axe and round swing 6 targets at once, building up +30 Melee defence. It is possibly to exceed 100 melee defence per turn using this method.
4. The crusader, like the swordmaster, lacks ranged defence. Making him a perfect target for slingers, crossbows and other strong armour piercing ranged units. Try to either attack at night, fight in a forest or deal with these units first to avoid damage.
5. Contrary to the description, the crusader does not walk alone - he/she can expand their active roster of brothers.

### Miscellaneous/trivia;

1. The starting equipment of the crusader - the crusader sword and armour, is not as powerful as late game equivalents but is highly efficient on fatigue. This armour and weapon is also unique and cannot be crafted, only obtained through starting with or recruiting a crusader.
2. A crusader can occasionally find other crusaders, however the chance of this is very low. Crusader recruits can spawn in any recruitment pool but are more likely to show up in larger, more wealthy settlements.
3. A crusader will always have hatred for undead and bonus vs undead traits.
4. Any background can have fortified mind, even if they do not have it in their perk tree originally.
5. If a potion of oblivion is used on the crusader or recruits, fortified mind will be lost.
6. The crusader does not get paid.
Cultist Conversions

Back to cultists origin

Back to backgrounds

Back to events

## Differences from vanilla

Cultists and converted cultists may convert non cultist backgrounds to become converted cultists.

"Converted cultist" is no longer a separate background in legends, instead converted cultists keep the camp modifiers, perktree, background bonuses and any other elements of who they once were. This can lead to converted backgrounds being given a cultist prefix, like "*Cultist Hedge Knight*".

The key differences that appear when a background is converted is that they will gain the "ninetails" perktree and be involved in cultist based events.

### Sacrifice events

When starting with the cultist origin, backgrounds may be sacrificed any time after and every 10 days as long as you have 3 or more valid sacrifices in your party.

* Cultists, converted cultists and lurkers also count as valid sacrifices. **Husks and Magisters do not.**

After 10 days you will be asked to sacrifice one of the valid sacrifice members, however you will get a choice between two of them.

Sacrifices only occur when playing as the cultist origin.

### Conversion

Cultists may convert an applicable background once every 30 days, as long as they meet the following criteria;

* A background type that is lowborn  may be converted, **unless** they are bright .
* Noble  and educated  background types **may not** be converted, **unless** they are dumb  or brain damaged .

Cultists may convert any valid candidate, regardless of what origin you play. However you may refuse them to do so.

* The three unique backgrounds to the cultist origin; Lurkers, Husks and Magisters may convert valid recruits in the same manner as regular cultists.
* Converted cultists may also convert other backgrounds after they themselves were converted.

#### Exceptions;

* A background type that has a permanent brain damage  injury may be converted, regardless of other effects.
* A background that is dumb  may be converted, regardless of other effects.
	+ Indebted  are the only exception to the above, they may not be converted, even if they are not bright , are dumb  or have brain damage .
* Any other backgrounds not listed here should be assumed to be of the noble rule.
Trading Caravan

Back to origins

Basic Information
 Keyword(s)
 Origin Modifier(s)
* The peddler will have the pacifist perk
* Combat backgrounds will gain bonuses if they take the pacifist perk
* Combat backgrounds will cost 25% more to buy and upkeep
* Peddlers and donkeys cost 25% less
* Find more caravan hands and peddlers to recruit

### Premise:

This company origin focuses very heavily on trading goods and bribing enemies to keep yourself alive and afloat. While it has an easy time amassing crowns, it faces much hardships in avoiding warfare and or winning any battles both early and late game.

### Battle tactics:

1. The starting party comprises of a near combat incapable peddler and a poorly equipped caravan hand, disallowing almost any combat related contracts.
2. Literally every combat encounter at the beginning will destroy you if you're playing veteran or above.
3. Avoid any combat like the plague at the beginning and focus on securing delivery and scouting contracts to give your starting brothers exp trickle.

### Miscellaneous/trivia;

1. Due to enforced pacifist perks on non-combat recruits, the party actually counts as almost half its size in terms of difficulty scale.
2. Currently the pacifist trait is slightly bugged in that the penalty is not being enforced.
3. Early game focuses very heavily on combat avoidance and trade goods profiteering in order to afford even the cheapest combat recruits.

### Hunting and crowns, a happy camper's guide:

1. Have the following non-combat recruits (2-3 peddlers, 1 poacher, 1 baker/fishmonger/servant)
2. Rush delivery experience until recruits are level 3 (camp cooking acquired!).
3. Buy salt (Preferably below market value, which is easy when you have 15% barter multiplier minimum from the peddlers). DO NOT SELL THESE UNLESS YOU DESPERATELY NEED CROWNS.
4. Assign the poacher and cook to hunting, one of the peddlers to crafting, and the rest doing what they do best.
5. Hunting will net you large amounts of fresh meat, fresh fruits and berries.
6. Each unit of salt can be combined with a unit of berries to make 8 units of spices.
7. Each unit of spices can be combined with a unit of meat or fruits to make dried venison and dried fruits.
8. Each unit of spices can then be combined with a unit of berries, venison, and dried fruits to make master rations.
9. Selling the rations will yield a ludicrous amount of profit compared to the only component you need to buy (salt).
10. 3 units of salt will yield 8 master rations, due to trading multipliers you will be purchasing salt at easily 240 and below per unit while selling each rations at 1k crowns.
Sisterhood

Back to origins

Basic Information
* Wildwoman
* Pickpocket
* Fletcher
* Vala Commander (Avatar)
 Keyword(s)
 Origin Modifier(s)
* If you have battle sisters sent to "all" you may find that some men can take up female professions, which may be hired.

## Sisterhood

### Start bias:

* Can only hire women
* All recruits gain the "resilient" perk

### Starting Sisters:

* One vala (Avatar)
* One wildwoman
* One bowyer
* One shieldmaiden
* One pickpocket
* One adventurous lady

### Premise:

A band of mixed backgrounds with a powerful vala to support them

### Battle tactics:

1. The presence of a vala at the starts allows early access to runes, which can be incredibly powerful if she remains protected.
2. The "hold out" perk does not exist. It is actually the "resilience" perk which is given to all new recruits.

### Miscellaneous/trivia;

1. The adventurous lady will spawn with either melee or ranged items.
2. The wildwoman always spawns with a two handed hammer.
3. The shieldmaiden always spawns with a tower shield and spear.
4. Women gain +10 to fatigue but -10 to health across all backgrounds in Legends, making them good battleforged brothers or shieldwalls.
Escaped Slaves

Back to Origins

The Escaped Slaves origin was developed by Sato and configured to be integrated with Legends

Basic Information
 Keyword(s)
 Origin Modifier(s)
* You may encounter events with manhunters trying to apprehend you
* Good relations with any faction decay 15% faster and bad relation recover 15% slower.

## Escaped Slaves

### Description:

> "You lead a group of slaves trying to escape their cruel fate, but you cannot run forever. Can you keep your band intact and start a new life as mercenaries?"
>
>

### Start bias:

* Brothers in chains - indebted are stronger based on how many you field.
* Good relations with any faction decay 15% faster and bad relation recover 15% slower.

### Premise:

Heavy focus on indebted as a fighting force, you will start at war with your nearest southern city state and unfriendly with other southern city states, northern factions are neutral. You may encounter ambushes and recruitment events on the road which can be difficult to deal with at that time.

### Battle tactics:

1. The five indebted are poorly equipped and start in the desert, making it important to get out of the desert as quickly as possible.
2. Staying close to the desert is important as the southern city states are the only source of indebted outside of a few random events.
3. Indebted are individually weak, but can swarm opponents easily and use backstabber to make up for their weakness.
4. Each indebted you field increases the melee skill, ranged skill, melee defence, ranged defence and resolve of all indebted by 1.
5. Focus on getting some non-Indebted early, since your Indebted are precious and you need to have expendable bros who can die in their place.
6. One Indebted always has 3 stars in Resolve - if you want your banner to be an Indebted, you'll probably need to keep him alive.

### Miscellaneous/trivia;

1. Indebted cannot spawn with stars in health or resolve
2. Indebted cannot spawn with the traits; Athletic, Brave, Cocky, Determined, Drunkard, Fat, fearless, Gluttonous, Greedy, Hate for beasts/greenskins/undead, Iron jaw, Loyal, Lucky, Spartan, Strong, Survivor and Tough
3. Indebted are excluded from some events like wound heals or becoming a drunkard.
Workshop

back to Camp management

-Workshop allows converting weapons and armor in your stash into tools for repair.

-Salvage can only happen while encamped.

-Select equipment to be salvaged using the Workshop tent interface. (you can use inventory + alt-right click to queue stash items for salvage)

-Drag gear from stash side to salvage side to queue up (You can not salvage equipped gear). You can also right click any piece to swap it to the other side.

-Gear is salvaged linearly. Left to right, top to bottom in the queue.

-Each hour encamped, durability is subtracted from equipment and converted into tools.

-Once a piece of equipment reaches 0 durability, it is destroyed.

-The amount of durability converted into tools per hour is based on how many people have been assigned to salvage duty (and their backgrounds also influence how much they can salvage per hour).

-15 points of durability equals 1 tool.
Hunting tent

< back to Camp management

- Send people out on a hunting party to collect food and possible spoils from the hunt.

- Each hour spent out hunting increases the amount of food that is collected.

- Depending on the type of food hunted and the amount of time spent out, additional items can be gained from the hunt.

- Has no management screen.

- Tent upgrade found near hunters cabins, tanners and trappers.
Painter Tent

Back to camp management

The painter tent is a free tent you will always start with, it has no upgrade.

The painter tent works in the same way to the barber tent - you may customise and cycle styles and colours of equipment currently equipped on a brother.

Unlike the barber tent, this requires a small amount of money.
Inquisition

Back to origins

Basic Information
2. Witchhunter
 Keyword(s)
 Origin Modifier(s)
* Small chance to find crusaders in towns
* Crusaders, monks and other pious backgrounds cost 25% less to hire and upkeep
* Everyone gains the mind over body trait

## The Inquisition

### Description:

> "There is a great evil in the world, the undead walk the earth and cultists hide in every town. The holy must purge the filth."
>
>

### Start bias:

* Righteous Cause - Cannot recruit outlaw backgrounds; however, the pious will flock to join your cause.
* Penitence - Anyone you hire gains the Mind over Body perk.

### Starting brothers:

* One Witchhunter
	+ Always has undead killer trait, 3 talents in resolve and ranged skill and +5 to ranged skill and +10 to resolve
* One Flagellant
	+ Always has the inquisition disciple trait, 3 talents in health and resolve and +10 to hitpoints and +5 to melee skill
* One Nun
	+ Always has the heavy trait, 3 talents in fatigue and melee skill and +10 to hitpoints and +5 to melee skill

### Battle Tactics:

If you can recruit high resolve brothers, you can make good use of mind over body for everyone
Retinue

Back to home

## Overview

Retinue members (sometimes known as "followers") are upgrades that can be purchased to improve a variety of factors like payment, terrain movement, spawnrates and more. In Legends retinue members are unlocked by having particular backgrounds or perks in addition to other actions.

In Legends, **retinue members are interpreted as equipment carried around in camp**, like anvils, tents, tables, tools and more. This is due to Legends putting a greater focus on building specific backgrounds as specialists. Buying these "tools" allows those specialists to perform their roles more effectively.

Retinue effects stack additively with effects on backgrounds and tents.

If equipment is bought and the brother using it dies or is dismissed, there will be an event to alert you to the fact that one or more of your retinue upgrades are not being used. That upgrade will remain but lie dormant until another role fulfils it requires, in the meantime it provides no benefits.

If you wish, you can get rid of that equipment entirely and buy something else.

## Roster Sizes & Renown

Roster size is tied to the scenario's "roster tier" and your current renown  , the more renown you have the more retinue slots you will unlock. Some scenarios cannot progress past a specific limit of roster, no matter how high the renown is.

However if you start above 500 renown, then the renown required for each tier will be higher. For example the crusader starts at tier 1 and 1150 renown. So he needs 1400 renown to get to tier 2.

**Full roster dictates your total number of hires, in combat roster dictates how many bros can actually fight at any given time.**

Roster size tiers for retinue members

500
750
1050
1400
1800
2250
2750
3350
 In Combat Roster  | 6

## Carry Capacity Upgrades

None
5000
10000
20000
Armor

< Back to: **Gear**

Layered Armor is one of the most prominent features brought forward by the Battle Brothers Legends Team, as it deepens and enhances how armor impacts all stages of the game, from the start of the campaign, to its inevitable demise.

Armor comprises 7 layers, that allow players a multitude of outcomes when outfitting the company, with greater customisability. All layers have an extended collection of color & visual variants, which inherently entails many of possible looks for the Brothers.

The 7 layers that are now available are the following:

* **Cloth** [0]

* **Chain** [1]
* **Plate** [2]
* **Tabard** [3]
* **Cloak** [4]
* **Upgrade** [5]
* **Rune** [R]

More information:

* **Craft**
* **Named Layers**
Banana Thief

* Standard
* Blue
* Green
* Yellow
* Orange

## Theme Music

**Banana Thief** is an enemy from the *Super Monkey Ball* franchise. It has 5 variants in total. The standard variant is red, with additional variants being Blue, Green, Yellow and Orange.

## External links

* Banana Thief on Super Monkey Ball Wiki.

***SEGA Heroes***

 Main article | Gallery | Story Dialogue (Main, April 1st, 2020 Event) | Staff
Crafting Tent

< Back to: **Camp management**

-Crafting tent is the taxidermist on-the-go for the company

-Crafting requirements for each blueprint are the same as the taxidermist.

-Crafting can only happen while encamped.

-Each hour encamped, crafting 'units' are added to the first item in the Queue. Once the time cost is met, the item will be added to the stash.

-The amount of crafting each hour is based on how many people have been assigned to crafting duty (and their backgrounds also influence how much they can craft per hour).

-Tent upgrade found near tanners, workshops and wool spinners
Commander Tent

Back to camp management

The commander's tent is the central tent of the camp, it has no upgrade and every origin starts with it.

From the commander's tent you can oversee, assign and view progress of tasks in camp before you commit to doing so.

You can assign brothers and sisters to camp tasks by clicking on them at the bottom while selecting a camp at the top. The percentages of effectiveness can be seen at the bottom right. You can also view a few specific tents by clicking on the button above where the percentages are displayed.
Bandits

< Back to: **Enemies**

### Battle tactics

Bandits can be numerous but overall are not as well equipped as other humans, like the southern city states or northern nobles. Their diverse roster and availability of champions like the hedge knight, swordmaster and master archer makes them difficult to adapt to.

Early on rabble are a common sight - they are one of the weakest enemies in the game and are poorly equipped - often worse than militia. As time progresses bandit veterans will appear - who act as heavier and harder to kill variants of raiders.

Some groups may contain a warlord - who will always have a named weapon, shield and armour layer. Sometimes all of them at once.

Warlords scale with time and level, causing them to be a constant threat but rewarding to kill.
Healing tent

< back to camp management

Healing tent interface allows any injuries in the company to be treated (much like a temple). The cost is now in Medical units, and time.

Any injury can be added to the Queue, but will not be worked on until a brother is assigned to the tent.

Injuries in the queue are treated linearly. Left to right, top to bottom. The cost of an injury to be treated is measured in Medicine units.

Injuries are still healed over time, whether encamped or not, however injuries will heal much quicker while encamped and treated.

Mercenaries assigned to the healing tent increase the injury treatment time and increase the number of health points regenerated per hour for all brothers in the company (while encamped).

The tent Upgrade is found near herbalist groves, gatherer huts and wool spinners.

## Heal skill

Each bro assigned to the tent contributes (1 + 1 \* healbonus) heal units per hour. Once Injury cost is met, the injury is treated. This is true whether the assigned bros are injured or not.

Example: There is 1 bro in the tent with no heal bonus, and they have an injury requiring 15 medicine to heal. This would take 15 hours. If a monk with +50% heal rate assigned to the heal tent as well, he will contribute 1.5 meds/hour. This brings the total to 2.5 meds/hour and the injury will instead be healed in 6 hours.
Peasant Militia

Back to origins

 **Poacher (x1)**
 **Vagabond OR  Thief OR  Pickpocket OR  Gambler (x1)**
 **Daytaler OR  Vagabond OR**  **Leech Peddler (x1)**
 **Fisherman (x1)**
 **Militia (x2)**
 Starting item(s)
5 ground grain
 Recruitment
* Gain access to 3 unique backgrounds availible only to this origin;
	+ Leech peddler
	+ Night watch
	+ Man(Woman)-At-Arms
* Every recruit you hire gains the  hate for nobles trait.
* For every recruit you have, your reputation with southen city states and noble houses drops 1% faster every day at noon.

### Tactics

* Due to the miltia being the only origin that starts immeditely at 27 roster slots without gaining more renown, they have the potential to swarm and control battles very easily.
* Lowborns typically have low resolve, however  farmhands and  men-at-arms roll well for combat stats, farmers have some of the best potential in Legends due to their lack of flaws.
* Leech peddlers act as the company merchant and healer, although they are worse than  peddlers or  herbalists at their respective roles.
* The  night watch are the only lowborn background capable of fighting alps effectively. They always spawn with the  night owl trait and turn up more often in settlements with situations like missing people, nightmares and similar events.

### Trivia

* A man/woman-at-arms will always spawn with a random permament injury.
* All recruits will wear a red armband when hired.
* All recruits will use a peasent base to stand on in battle.
Beggar Challenge

< Back to Origins

The beggar challenge is split into two areas; the beggar challenge and the scaling beggar

## Beggar challenge

### Description:

> "A lowly unskilled beggar, you witnessed something in an alley and now a noble house wants you dead"
>
>

### Start bias:

* All noble houses start hostile
* Only peasants may be recruited

### Premise:

The beggar is a genetic dead end with few redeeming features. This start is the apex of a challenge run, but can be improved upon by killing enemies.

### Battle tactics:

1. Due to the lack of any kind of advantage, almost every enemy group will kill your brother(s) within 7 turns.
2. It is possible to get events that give you backgrounds such as apprentices, barbarians, kings guard and legendary backgrounds while exploring - however, paying them is difficult.
3. Raiding is an attractive method of survival, as caravan hands and peasants can be easily killed, even with low tier backgrounds.
4. It is possible to hire militia, farmhands and any talented peasants you may cross, all of which can turn into decent brothers.
5. By killing enemies, you may gain perks from them.

### Miscellaneous/trivia;

1. Given time, it is possible to live in the woods and subsist on hunting until the noble houses return to "threatening" status - at which point they become neutral again.
2. Unlike the reworked vanilla peasant start, all brothers you own count for their full value, this makes this challenge harder than the peasant army by a significant margin.
3. The beggar does not get paid.
4. Despite being an avatar, the Beggar gets extra perk points every 5, not 2 levels.
Armor Attachments

Armor Attachments can add durability, reduce stamina penalty, scare enemies, reduce incoming damage, etc.

## **Purchasable:**

These Armor Attachments can be bought at the Armorer.
They can also be looted as a reward after destroying hostile camps.

## **Craftable:**

Armor Attachments can be **crafted** at the Taxidermist settlement building.
Hello Beautiful

Hello Beautiful is the thirteenth studio album released by Everything In The Sky.

## Track Listing

1. Hello Beautiful
2. Mighty Weather
3. Just Jump
4. Unlocked (The Tale of Growing Up)
5. Happiness Reigns
6. Conversations
7. Palace of Gold
8. It’s Everything
9. Life Like In TV Shows
10. Make It Amazing
11. Road
12. Maybe Milan
X (Ten)

X (Ten) is the tenth studio album released by REPEAT. The album broke REPEAT's record of highest sales day and highest chart position, selling 7,000 copies and peaking at number 9.

## Track Listing

1. Best Bets
2. Longer Than I Thought
3. The Beauty
4. Stand Tall (A Powerful Girl)
5. ...If You Did Call
6. World
7. Might As Well Tell Me
8. Live Like A Pop Star
9. Marvelous
10. Home In A Few Days
11. You Never Called (X Edition)
12. Tiffany (X Edition)