The Unhold is a lumbering giant, easily the size of three men, and dwarfing even the tallest orc. It eats whole sheep for a snack and empties a pond to wash it down. There’s tales of enraged Unholds leveling remote farms and plucking the limbs off of unlucky farmers like wings from insects, but closer examination will reveal that Unholds aren’t malicious creatures. They’re fiercely territorial, but may often be content to persuade with ear-deafening bellowing and threatening gestures any invaders to run for their lives. The Unhold is a somewhat solitary creature and can be found either alone or in small groups only.
There are 3 variants of Unholds. The most common variant is found in the hills and tundra. Another variant is said to be found in swamps and sometimes forests, where they inhabit caves. The fiercest is the northern variant found in the snowy wastes, with white fur that protects equally against cold and steel. Then there are also armored Unholds that are tamed by barbarians.
Unstoppable Charge will stun and stagger the target (has a range of 3 tiles)
Strengths
Each turn heals for 75 HP
Does 10% more damage after day 90
Tactics
Good target for nets
Unholds' medium-low melee skill allows a tank brother to tie one or two up, letting you focus on others
To prevent tanks from being thrown or knocked back use Indomitable
Daze Unholds with 2H maces’ Cudgel attacks to reduce their damage output
Polearms with Masteryare very effective in dealing decent damage and staying away from the frontline (Jagged Pike users don't need Mastery). This method allows backline brothers to move in, attack and move out, so that they are not directly adjacent to the frontline in case an Unhold flips a frontline brother
Have back-up 2-handed maces for backliners, if they get engaged in melee
Use hounds to distract, lower morale and gain surround hit bonus
Cleavers’ "decapitate" skill is good to finish off Unhold with 1/4 or 1/3 health left, otherwise better use standard Cleave skill to impose more damage (Mastery is advised)
Unstoppable Charge will stun and stagger the target (has a range of 3 tiles)
Strengths
Each turn heals for 75 HP
Does 10% more damage after day 90
Tactics
Good target for nets
Unholds' medium-low melee skill allows a tank brother to tie one or two up, letting you focus on others
To prevent tanks from being thrown or knocked back use Indomitable
Daze Unholds with 2H maces’ Cudgel attacks to reduce their damage output
Polearms with Masteryare very effective in dealing decent damage and staying away from the frontline (Jagged Pike users don't need Mastery). This method allows backline brothers to move in, attack and move out, so that they are not directly adjacent to the frontline in case an Unhold flips a frontline brother
Have back-up 2-handed maces for backliners, if they get engaged in melee
Use hounds to distract, lower morale and gain surround hit bonus
Cleavers’ "decapitate" skill is good to finish off Unhold with 1/4 or 1/3 health left, otherwise better use standard Cleave skill to impose more damage (Mastery is advised)
Unstoppable Charge will stun and stagger the target (has a range of 3 tiles)
Strengths
Does 15% more damage than the other Unholds
Has fur on body and head (90)
Each turn heals for 90 HP
Does 10% more damage after day 90
Tactics
Good target for nets. Has higher Initiative, so expect early turns at the start of the combat
Unholds' medium-low melee skill allows a tank brother to tie one or two up, letting you focus on others
To prevent tanks from being thrown or knocked back use Indomitable
Daze Unholds with 2H maces’ Cudgel attacks to reduce their damage output
Polearms with Masteryare very effective in dealing decent damage and staying away from the frontline (Jagged Pike users don't need Mastery). This method allows backline brothers to move in, attack and move out, so that they are not directly adjacent to the frontline in case an Unhold flips a frontline brother
Have back-up 2-handed maces for backliners, if they get engaged in melee
Cleavers’ "decapitate" skill is good to finish off Unhold with 1/4 or 1/3 health left, otherwise better use standard Cleave skill to impose more damage (Mastery is advised)
Unholds' medium-low melee skill allows a tank brother to tie one or two up, letting you focus on others
To prevent tanks from being thrown or knocked back use Indomitable
Daze Unholds with 2H maces’ Cudgel attacks to reduce their damage output
Polearms with Masteryare very effective in dealing decent damage and staying away from the frontline (Jagged Pike users don't need Mastery). This method allows backline brothers to move in, attack and move out, so that they are not directly adjacent to the frontline in case an Unhold flips a frontline brother
Have back-up 2-handed maces for backliners, if they get engaged in melee
Use hounds to distract, lower morale and gain surround hit bonus
Cleavers’ "decapitate" skill is good to finish off Unhold with 1/4 or 1/3 health left, otherwise better use standard Cleave skill to impose more damage (Mastery is advised)
Good target for nets. Has higher Initiative, so expect early turns at the start of the combat
Unholds' medium-low melee skill allows a tank brother to tie one or two up, letting you focus on others
To prevent tanks from being thrown or knocked back use Indomitable
Daze Unholds with 2H maces’ Cudgel attacks to reduce their damage output
Polearms with Masteryare very effective in dealing decent damage and staying away from the frontline (Jagged Pike users don't need Mastery). This method allows backline brothers to move in, attack and move out, so that they are not directly adjacent to the frontline in case an Unhold flips a frontline brother
Have back-up 2-handed maces for backliners, if they get engaged in melee
Cleavers’ "decapitate" skill is good to finish off Unhold with 1/4 or 1/3 health left, otherwise better use standard Cleave skill to impose more damage (Mastery is advised)