WORK IN PROGRESS (see the associated discussion on Steam)
Still valid with the Beasts & Exploration DLC.

Economy Edit

Economy relates to the management of resources. In Battle Brothers, resources include Crowns(the game currency), Food icon, Supplies icon, Ammo icon and Medicine icon. Mercenaries and equipment could also count as resources. But given their complexity, they will be studied on their own.

At the start of a new campaign, players can set the economic difficulty and starting funds. The effects of each setting is displayed in the tables below:

Economic difficulty and resources max values
Crowns Food icon Supplies icon Ammo icon Medicine icon
Beginner - - 200 500 150
Veteran - - 150 300 100
Expert - - 150 300 100

Economic difficulty and other effects
Contract rewards Selling prices Deserters
Beginner Higher
Expert Lower Lower Leave with their equipment

Starting funds
Crowns Food icon Supplies icon Ammo icon Medicine icon
High 2500 50 40 80 30
Medium 2000 50 20 40 20
Low 1500 50 10 20 10

Crowns Edit

One, if not the most important goal in this game, the one that allows all other goals is to get more Crowns. They are the first and primary resource, a currency used in all transactions. 'Money buys everything' is true in Battle Brothers as well!

Low cash reserves however are a serious threat to the survival of a company whose growth requires funds to cope with increased combat difficulty and various setbacks. That makes economy management, the earning and spending of money, a priority.

Contracts Edit

The main source of income in the early stages of the game is Contracts (see the relevant section for more information). As we've seen, Contract rewards are tied to the Economic difficulty. On Beginner, Contracts will pay more and on Expert, they will pay less.
But there are other variables that influence Contract rewards[1]:

What does influence Contract difficulty rating?

Higher renown unlocks more (and usually more difficult) contracts, and it scales contract rewards.[2]

— Developer Christof aka Rap

This is proof enough that there are only benefits to increase Renown as much and as early as possible. Here's a summary on what affects Renown (values taken from Wiki page):

Battle Won Camp Destroyed Ambition Completed Retreat Contract Canceled
5 10 100 -15 -75

Renown does not factor into contract difficulty [number and type of enemies, not difficulty rating], but it does factor heavily into contract rewards; the more renown you have, the more you'll be paid.[3]

— Developer Christof aka Rap

What does influence contract difficulty (number and type of enemies) then?

Contract difficulty scales with time, the strength of your roster, the difficulty rating (skulls), the type of contract, and some factors specific to the type of contract – for example, escort contracts are generally more difficult the longer you travel, as it increases the chance to run into enemies.[3]

— Developer Christof aka Rap

But how is Roster strength calculated? Player Drathnar tests have isolated two variables:

  • Roster average level[4]
  • Number of mercenaries in your company[5]

The higher these variables the stronger and more numerous enemies will be. Drathnar's results have been indirectly confirmed by developer Christof aka Rap.[6]

What about Negotiations? There are three options:

  • We need to be paid more for this (no special mode of payment)
  • We need (more) payment in advance
  • We need more payment once the work is done (only available if payment in advance is currently offered and cannot be selected two times in a row)

Negotiations 01

Each of these three modes are exclusive. It's counterproductive to jump back and forth between them (and unlikely to work at all) so stick to one. Once the 'in advance' payment mode is set you can ask for more payment while retaining the payment mode.

I've summed up the financial (approximate) effects of each option:

Negotiation effects on (last offered) reward
More Advance More Advance Work Done
+3% to +10% of base -6% of base -6% of base & +3% to +10% of advance = base

Now, negotiating should be carefully conducted. You can always safely haggle once. But keep asking for a bigger reward and the employer may get impatient. Once he's left negotiations, the contract is taken away and Relations with the Settlement will take a hit. So, how long exactly can you keep pushing for more before that happens?

Likelihood of keeping negotiations open on attempt
Attempt 1 Attempt 2 Attempt 3 Attempt 4
Always Average Very Rare Impossible?

How likely is it then to get a positive answer?

Likelihood of success
Once Twice Thrice
Average Rare Impossible?

Negotiations can have a negative effect on Relations.

Negotiations effects on Relations (in % of max, not current)
More Advance More Advance Work Done Failure
-1% = = = -3% of contract type
-1% of other type (civilian or noble)

Loot Edit

Loot can be as financially rewarding as Contracts depending on the number and type of enemies fought. Everything that's left after a successful battle and that can be sold can be defined as Loot. Crowns are Loot in a way too. The most liquid you can get. It follows that winning more battles and killing more enemies with expensive equipment will net more and better Loot.

There are different types of Loot. The first kind can be used which includes items like Weapons, Armor and other resources. The second kind can only be sold or bought. That category contains Trade Goods, Treasure and Trophies from Beasts. While Trade Goods and Treasure sell for their worth, Trophies like all other items that can be sold, only sell for a fraction of their worth.

Because looting golden chalices, ornate tomes and gemstones feels more satisfying than mundane money every time, we’ve added a number of loot items for you to plunder.[...]You may find treasure at all kinds of locations, of course, but there’s now a few locations well-hidden and littered around the world that contain vast amounts of treasure, including pieces of unique equipment.[7]

— Dev Blog #66: Progress Update – Putting the Pieces Together

Tavern rumors will sometimes indicate a location containing Treasure. These rumors rule out the possibility of said location to have Named Items. In short, it's possible to find both Named Items and Treasure if the rumor explicitly talks about Named Items but not the other way around.

The Lindwurm's Hoard Treasure cannot be found in locations but rather on slain Lindwurms.

Selling Loot can be more or less rewarding depending on its type and worth. But the worth of an item also depends on Durability if it has any. It means that Weapons, Shields, Armor and Helmets will sell for more if they're undamaged. So, is it worth it to repair the damaged ones?

1Supplies icon repairs 15 Durability. There are thus three parameters to account for in the calculation:

  1. Item Worth
  2. Item maximum Durability

The following table shows a list of Loot with Durability. The 'W/D' row represents Worth per unit of Durability. The 'W/20T@17%' row represents the return on a 20 Supplies icon stack investment at a price modifier of 17% (default average modifier in Cities and Strongholds). Values that are higher than what a stack costs are a profit. Items with a very low return, that is a W/D of less than 5 were removed from the table.

Loot Worth per Durability & Return on investment
Name Worth W/D W/20T@17%
Heavy Crossbow 3200 50 2,550
Noble Sword 3200 44.4 2,267
Fighting Axe 3000 37.5 1,913
Fighting Spear 2500 34.7 1,771
Crypt Cleaver 1600 33.3 1,700
Masterwork Bow 3500 31.8 1,623
Khopesh 1300 31 1,579
Rhomphaia 1300 31 1,579
Greatsword 2200 30.6 1,558
Greataxe 2400 30 1,530
War Bow 2900 29 1,479
Warbrand 1800 28.1 1,434
Spiked Impaler 2000 27.8 1,417
Winged Mace 2100 26.3 1,339
Man Splitter 1600 25 1,275
Warhammer 2500 25 1,275
Military Cleaver 1900 23.8 1,211
Battle Standard 1500 23.4 1,195
Head Chopper 1200 23.1 1,177
Arming Sword 1250 22.3 1,138
Coat of Plates 7000 21.9 1,116
Berserk Chain 1300 20.3 1,036
Ancient Sword 850 20.2 1,032
Coat of Scales 6000 20 1,020
Gnarly Staff 500 20 1,020
Bladed Pike 600 20 1,020
Jagged Pike 800 20 1,020
Flail 1400 19.4 992
Billhook 1400 19.4 992
Warscythe 700 19.4 992
Head Splitter 1200 18.8 956
Heavy Lamellar Armor 5000 17.5 895
Cruel Falchion 900 17.3 883
Scale Armor 4000 16.7 850
Long Axe 1200 16.7 850
Two-Handed Hammer 2000 16.7 850
Heraldic Hauberk 4000 16 816
Crossbow 750 15.6 797
Decayed Coat of Plates 4000 15.4 785
Ancient Plated Scale Hauberk 3200 15.2 777
Pike 900 14.1 717
Ancient Plate Harness 2800 14 714
Broken Pike 350 13.5 687
Decorated Full Helm 4000 13.3 680
Decayed Coat of Scales 3200 13.3 680
Hand Axe 900 13.2 675
Lamellar Harness 3000 13 665
Hooked Blade 700 12.7 649
Ancient Scale Coat 2400 12.6 644
Scramasax 700 12.5 638
Boar Spear 750 11.7 598
Full Helm 3500 11.7 595
Military Pick 900 11.3 574
Ancient Plated Mail Hauberk 2000 11.1 567
Closed Flat Top with Mail 3000 10.7 546
Falchion 500 10.4 531
Flat Top with Closed Mail 2600 9.8 500
Reinforced Mail Hauberk 2000 9.5 486
Kettle Hat with Closed Mail 2200 8.8 449
Nasal Helmet with Closed Mail 2000 8.3 425
Woodcutter's Axe 400 8.3 425
Morning Star 600 8.3 425
Goblin Skewer 300 8.3 425
Broken Ancient Sword 200 8.3 425
Falx 245 8.2 417
Reinforced Boondock Bow 500 8.1 411
Rondel 400 8 408
Notched Blade 350 8 406
Decayed Great Helm 2000 7.8 400
Flat Top with Mail 1800 7.8 399
Reinforced Wooden Flail 300 7.5 383
Hunting Bow 600 7.5 383
Light Crossbow 300 7.5 383
Shortsword 350 7.3 372
Kettle Hat with Mail 1500 7 356
Closed and Padded Flat Top 1250 6.9 354
Bascinet with Mail 1400 6.7 340
Mail Hauberk 1000 6.7 340
Ancient Breastplate 900 6.7 340
Direwolf Mail Armor 900 6.4 328
Decayed Full Helm 1500 6.3 319
Nasal Helmet with Mail 1250 6.3 319
Ancient Scale Harness 750 6 306
Closed Flat Top Helmet 1000 5.9 300
Decayed Reinforced Mail Hauberk 1000 5.9 300
Zweihander's Helmet 850 5.7 289
Ancient Honor Guard Helmet 1000 5.6 283
Decayed Closed Flat Top With Mail 1250 5.4 277
Padded Flat Top Helmet 800 5.3 272
Cudgel 350 5.1 263
The Fangshire 300 5 255
Direwolf Hide Armor 500 5 255
Mail Shirt 650 5 255

As can be seen from the data, Weapons are the most profitable items to repair. They are followed by Armor and then Helmets. A Boar Spear has the same return than a Full Helm!

This table shows that attacking targets like Orcs, Soldiers, Mercenaries or in general any Faction with high tier equipment is well worth it in terms of Loot value. On the contrary, Beasts carry no equipment and will only leave low value Trophies that can be used as crafting components.

Undamaged Loot does not need repairing. In that case, Worth is the only parameter determining profitability which benefits Armor and Helmets. That's why successfully retrieving undamaged Armor from enemies is very rewarding. That can be done for both Armor and Helmets by using Daggers Puncture, a skill that completely ignores armor. And to retrieve Armor only, by using Flails Lash, a skill that directly targets the head.

Items that belonged to slain enemies are not always available as Loot.

Loot will only show up if its durability has not been reduced to zero during the fight. Armor or helmets that got reduced to zero will be considered destroyed in combat just as shields that had their hitpoints reduced to zero.[8]

— Developer Christof aka Rap

The chance to obtain them seems to be tied to their Durability. These items can be more or less damaged at the start of the battle and get even more so with each strike. So it's never guaranteed they will drop. To maximize the chance they do, enemies should be felled as quickly as possible. It's always possible to know, after having killed its owner, if an item was destroyed or not by checking what has been left on the ground. If the item is there, it will show up as loot at the end of a successful battle (unless you picked said item from the ground).

Events can also reward Loot, for example:

Trade Edit

Trade can be either very profitable or not at all depending on a map, its Settlements and their location.

The best thing to do is carefully look around your map seed. Locate resources attached to settlements and possibly trade routes. Try to make money from trade initially if you can as it's very low risk.[9]

— Player Barahur

Trade is ultimately unreliable and should mostly be seen as a secondary source of revenues.

Trade Goods like Treasure sell for their full worth. They are however still subjected to prices variations. Obviously, bigger profits come from buying cheap, discounted goods and selling at a premium rate. Besides Worth, items selling value is also affected by the Settlement type and the party Relations with it.

As is explained in detail here, Cities are the best places to sell Trade Goods and Loot of any kind. Buying, however, should be done in Small Villages and from Settlements with buildings producing the goods to buy.

Stocks will replenish after a period of time that can extend to 3 days.

Locations restock after 3 days based on their resources at that time. Certain events, like being raided, also forces a restock with a smaller selection.[10]

— Developer Christof aka Rap

Player Drathnar has an interesting view on Trading:

I generally don't really find it that profitable to do trading just for trading's sake, unless your map has lots of places producing trade goods.Yes, you'll make some gold, but you also need to deduct daily wage and food expenses for the men for the time you need to travel to a proper city hall to sell those goods. Also very occasionally there are unfavorable settlement statuses at your destination and no ready contract to clear them, which can really put a dent in one's plans for trade.
So usually what I do is I plan my next destination according to contracts I can pick up. But I do buy any trade goods in town which are cheap. Hopefully at some point, when I visit a City Hall settlement, I'll dump all my items and goods there.

— Player Drathnar

He follows up on the importance of managing inventory space to maximize earnings and avoid opportunity costs:

As you progress through the game, foes will drop better gear and the benefit of trade goods needs to be compared whether it is worth occupying that slot. For example, you might buy Peat Bricks at 111G and sell for 131G at a City Hall, but if you're killing enough brigands and getting good loot, having that slot for say an extra Hatchet that you would have otherwise discarded would net you 37G extra gold. And Hatchets are of course just tier 1 weapons. If missing out on tier 2 weapons, the opportunity cost would be much larger.[11]

— Player Drathnar

Expenses Edit

Cutting expenses is another reliable way to stay financially healthy. But some expenses are hard to reduce. There are two main sources of expenses:

  1. Purchases
  2. Wages


Purchases cover everything that's bought from Supplies to other items like Weapons and Armor and upfront payment (which depends on Level and equipment) for recruits. That first item of expenditure is highest in the early game when fresh members need equipment. That is when investing ensures that you will not otherwise spend more later.

Armor is the most difficult item to loot in the early game because low level recruits cannot afford to puncture enemies and get injured or even killed in the process. That's why buying cost effective Armor like Padded Leather with the starting funds is a sound choice.

Later in the game, premium Character Backgrounds like Hedge Knights can be hired. They most often come with high tier Armor and Weapons. Recruiting them means buying equipment.

Weapons are easier to get than Armor because hitting the enemy won't damage them. Player Gazomierz gives good advice on that matter:

Another reason not to buy stuff is rather simple, most of it can be looted. You can equip your entire band with mail [armor] and tier[]2 weapons on raiders alone. And that's what you should aim for.[12]

— Player Gazomierz

Damaged items have a reduced price. Is it worth it to buy them? In order to know, use the table provided in the Loot section. The higher the Worth per Durability, the more interesting it is.

Besides equipment, purchases include Supplies:

  • Provisions
  • Tools and Supplies
  • Ammunition
  • Medical Supplies

Provisions are the only vital resource. This item of expenditure cannot really be saved upon or people will get Angry and desert the company. The amount that's needed can only be reduced by dismissing mercenaries or by buying cheaper types of Provisions like Ground Grain.

Tools and Supplies can be a major item of expenditure if enemies keep hitting party members and if the player keeps repairing damaged equipment. On that subject, Gazomierz has some insight:

It's not really worth it to repair most of low tier gear as it's just so easy to replace it. Use one weapon, once it brakes switch to the next one.[12]

— Player Gazomierz

This can be said for Armor as well once the player feels comfortable enough to get regular replacements from enemies by using Daggers Puncture or Flails Lash skill.

With [armor] it's a bit more tricky. You don't loot as much of it as you loot weapons. But if you have spare suits of low tier [armor] you can do the same thing. Just switch when it gets low. You're aiming at mail anyway, so [until] that just try to minimize [usage] of tools.[12]

— Player Gazomierz

Getting hit will not only damage equipment but may also cause Temporary Injuries if enough damage to Hit Points has been dealt. They can only be healed by Medical Supplies. Each day spent healing requires 1 Medicine icon. These Temporary Injuries can really incapacitate a mercenary for a long time, enough that dismissing him could be a safe financial choice.

Temporary Injuries and the costs they incur can be avoided by increasing Hit Points on Level up or with Perks like Colossus.

Ammunition expenses can rise up fast if several recruits are using Bows with Quick Shot. It is advised to mostly stick to Crossbows in the early game and slowly switch as the campaign progresses. Crossbows have better aim and use only 1 Ammo icon per attack.

Last but not least, Taverns will provide services for a fee. It's usually not worth it in the beginning to pay for those. Drinks will increase Morale but only for a short time until it goes back to normal.


Wages can go out of hand quickly if left unchecked. The Roster size, the Character Backgrounds and their Level, the Greedy Trait and related Events define how high the wages will be.

Only 12 mercenaries can join a battle. So, keeping a count that is close to this number in the early stages of a campaign will do financial wonders. Not only in terms of wages but also in terms of Provisions consumed because each character requires 2 (?) Food icon per day.

Roster Edit

Recruiting Edit

Whilst not being necessarily the main goal of your band of mercenaries, it's indeed the most important since you cannot achieve riches and Glory without mens that will either follow you, desert you or even die before you.

Recruitment can be done in two ways: an event or in each town and castle recruitment pools. For the event, ALWAYS accept, nothing wrong can happen and you can find gems or useless characters that you can always dismiss afterwards.

Your main mean of recruitment will be through the town and castles spread throughout the world. The description and the size, measurable by the multiple settlements nearby, can give you an idea of what type of backgrounds you can find. It's worth to note that certain backgrounds can only be found in a certain type of cities or castles. For example, farm hands can only be found near farmland, fishermen near fisheries etc.

Another thing to note, the most expensive recruitments will always be available, if present, only in the largest settlements (ex: sellswords, raiders, swordmasters). The rarest type of recruitment being the hedge knights who can only be recruited in a large castle (not a wooden one).

To begin with recruitment, you need to know that it's an investment and RNG as broken or unfair it can be, will always be the judge, so there's no background that can be the salvation of your fights, but there are backgrounds way better than others. If you take a look at Character Backgrounds you will understand that some prioritization needs to be done, if you have the budget to match though.

Another thing to take into account is that you need to think about the role of your future recruit before committing. Will it be a sergeant, a polearm wielder, a two-hander etc., the optimal background may be different. You can see recommendations in Character Builds.

Finally, recruitment cost, being the epicenter of your recruitment policy needs to be theorized since characters that can appear to be really expensive can come out as cheap, for their given value. Obviously, you won't start recruiting really expensive characters in the beginning of the game. So your main goal is to seek good backgrounds, good starting gear and eventually good traits that you can hunt through titles. See Titles and Traits.

"Hiring costs for new men is influenced by their starting gear (weapons/armor). Men who already have some experience/levels also have increased hiring price. Base hiring costs (excluding gear and levels) also differ for each background. Details on the initial gear and hiring costs of brothers".

A hedge knight costing 10 000 crowns for a lvl 5 can be seen as the most expensive buy you could have in your campaign but this character starting gear is also really expensive. A Greatsword or a Greataxe costs three to four thousand crowns. The armour, generally around 200+ as with the helmet costs around four to five thousand crowns for both pieces. So, unless you can loot the gear, which can prove difficult especially for a Greataxe, you will spend for the man 3 000 crowns, being lvl 5 and having one of the best or arguably the best background in the game. For more details see : Backgrounds: Initial gear and hiring costs.

Since the background isn't a safe choice for a role option of your men, you will need to compose with the talents your Brothers will show once recruited with a star code. This star system will show what your new recruit can be proficient with, which doesn't mean you should at all costs pursue. A 3 star daytaler in range skill can be seen as great, but will almost never catch up with a hunter background even if he has 0 star in range skill.

To comprehend better the system go see the Talents page to understand how leveling up those stats is related to the star system. It's also advised that once recruited you need to even out some stats and Don't waste level ups for 1 stat of melee skill. So in general, the best backgrounds will almost always be better than others, a few exceptions being there.

Over the course of your brother progress, you can attribute him a weapon of choice once his melee skill is high enough but to start his career of mercenary he needs to kill things with relative ease, so a spear or a sword is generally advised for such.

Finally, it needs to be remembered that your Brothers will have interactions between them and with the world. A raider will start trouble, or even be hunted by the nobles for trial. Two hedge knights can fight each other etc. Having Always the same background isn't really good, but if you have a somewhat diverse crew, you will be able to have positive outcomes most of the time. See event by background in Events.

Leveling Edit

Perk analysis Edit

Builds Edit

Equipment Edit

Named ItemsEdit

Named Items are stronger versions of the best normal weapons, armors and shields. All parameters (except Vision and Range) can be improved but how many are and by how much will determine how good and influential the named item is.

Their stats are slightly randomized to excel in different areas and some of them are plain better than others.

— Dev Blog #45 - Named Items

But where can they be found? There are four main sources they can be acquired from:

  1. Powerful enemies
  2. Enemy locations
  3. Specialized Shops
  4. Events

On EnemiesEdit

Enemies who can carry named items
Hedge Knight Knight Swordmaster Master Archer Brigand Leader Orc Warrior
Orc Warlord
Sword 03 named 01
Sword 03 named 01
Sword 03 named 01
Unique bow 1 icon
Unique shield 01 icon
Unique axe 6 icon
Unique 2h axe 1 icon
Unique crossbow 1 icon
Unique shield 4 icon
Unique sword 1 icon
Unique axe 1 icon
Unique shield 14 icon
Unique flail 1 icon
Unique 2h warhammer 1 icon

As a rule, the chances that enemies carry a Named Item are very low. Exact chances are displayed in the table below. Unless otherwise specified, the chances to get a specific item among a list are even.

Chances that Enemies carry named items
Hedge Knight Knight Swordmaster Master Archer Brigand Leader Orc Warrior Orc Warlord
3% 3% 1% 1%

2/3 Bow
1/3 Crossbow

1% 1% each 7.5% Weapon

8.5% Shield

Orc Warriors are much more common than other enemies which makes it easier to get a Named Item from them.

Items that belonged to slain enemies are not always available as loot (see the Loot section).

In Enemy Locations (Camps, Ruins, Etc.)Edit

The harder and further away from civilization a location is, the higher the chance that you'll find named items as loot there.[13]

— Developer Christof aka Rap

What kind of chances? These can range from 0% (and even negative numbers!) to 60% or more. The exact chances are displayed in the log (...\Documents\Battle Brothers) when a location spawns on the map. There is even a chance to get two Named Items instead of only one.

local num = 0;
for( local chance = (this.m.Resources + nearestSettlement * 4) / 5.0 - 37.0; num < 2;  )
                local r = this.Math.rand(1, 100);

                if (r <= chance)
                    chance = chance - r;
                    num = ++num;

                                    //...spawn famed
Loot two named

Tests made by player Wolfenstahl have shown that a Named Item that was attached to a location got removed from it after accepting a contract to destroy the same location.[14] Such Contracts will always change the garrison of the location and adapt it to the difficulty of the contract. Developer Christof (via private message) and careful examination of the game files have confirmed that onlyDifficulty easyand Difficulty medium Contracts remove Named Items, while Difficulty hard Contracts does not.

Taverns rumors can point out locations with a Named Item. They will give out hints about the type of item that can be found there as well as the kind of enemies that occupy it. And they will give a general direction by which to find the location. The rumor doesn't create and attach a Named Item to a location but simply reveals it.

While only some Named Items can be found on specific enemies and in Shops, any one of them can appear in enemy locations.

Generated map layouts are stored in map seeds. Creating a new campaign with a same map seed will thus always produce the exact same map layout. Named Items attached to initial locations will likewise always be found at the same place.

In Specialized ShopsEdit

To make browsing specialized shops more interesting and also worth it later in the game, you’ll now be able to sometimes find unique named weapons on offer – for kingly prices, of course.[15]

— Dev Blog #67: Progress Update – Specialized Shops

Shop five named

All items Shops but the Market have a slight chance to offer a number of Named Items for sale for a limited period of time which can extend to 3 days before the stock gets replenished.

Locations restock after 3 days based on their resources at that time. Certain events, like being raided, also forces a restock with a smaller selection.[10]

— Developer Christof aka Rap

Weaponsmiths can sell all types of Named Melee Weapons (but not Named Shields) and Fletchers can sell all types of Named Ranged Weapons. Finally, Armorers can sell all types of Named Armors, excluding:

Prices vary a lot depending on the worth of an item. Named Armors are the most expensive Named Items. Positive Settlement Statuses will not only affect prices but can also increase Shops stocks as well as the likelihood they will offer Named Items. These are:

  • Well Supplied Settlement effect 03
  • Safe Roads Settlement effect 06
  • High Spirits Settlement effect 05

Whether or not these Settlement Statuses appear is also (apparently) random.

Negative Settlement Statuses, to the exception of Disappearing Villagers Settlement effect 11 and Ambushed Trade Routes Settlement effect 12, will prevent Named Items from appearing in Shops.

Fletchers are usually less numerous than Weaponsmiths. But since the selection of Named Melee Weapons is higher than the selection of Named Ranged Weapons the chance to get a specific Named Weapons does not favor or disfavor one or the other type.

From EventsEdit

A Historian is needed for the item to be named which is a Named Shield. All types but the Orc and Undead kind can be acquired.

Without a Historian the map will not always be readable.

Depending on dialog choices, it will either reward a Named Axe, a Named Spear, a Wolf Helmet or a Hardened Leather Armor.

Depending on dialog choices, it will either reward a Named Dagger, a Studded Mail Armor or a Named Greatsword.

Combat Edit

First Month Walkthrough (possibly) Edit