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https://github.com/darxo/hardened

Hardened is a savegame-compatible submod for Battle Brothers: Reforged, blending a collection of my ideas into a distinct, experimental vision. This "melting pot" of tweaks and innovations reflects my approach to an overhaul: simplified systems, bolder mechanics, and a varied, balanced experience embracing new gameplay possibilities.
https://github.com/darxo/hardened

mod reforged submod

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Hardened is a savegame-compatible submod for Battle Brothers: Reforged, blending a collection of my ideas into a distinct, experimental vision. This "melting pot" of tweaks and innovations reflects my approach to an overhaul: simplified systems, bolder mechanics, and a varied, balanced experience embracing new gameplay possibilities.

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README

          

# Introduction

Hardened is a large overhaul mod for Reforged, offering an alternate vision that stays within the bounds of savegame compatibility.

While Reforged focuses on realism and polished mechanics, Hardened embraces a simpler, more experimental approach. This submod walks back several of Reforged's complex or restrictive design choices, opting for streamlined systems that prioritize fluidity and player freedom. Hardened also takes more risks with creative design choices, innovative quality of life features and fixes for obscure vanilla bugs or cheese strategies, which can occasionally introduce more bugs or incompatibilities than Reforged.

Hardened reflects my personal vision of Battle Brothers overhaul mod: A balanced, varied, and challenging experience, with enough randomness to keep each playthrough fresh and unpredictable.

# Overview
- Simplified Reach Mechanic and Double Grip effect
- Shields are destructible again
- Streamlined world and contract scaling
- [8 New Perks](https://github.com/Darxo/Hardened/wiki/New-Perks)
- [~100 Perks are tweaked or reworked](https://github.com/Darxo/Hardened/wiki/Perk-changes-Side%E2%80%90By%E2%80%90Side)
- ~55 Weapons and Shields are tweaked
- [~50 Body Armors are reworked](https://github.com/Darxo/Hardened/wiki/Vanilla-Hardened-Armor-Changes)
- [~100 Helmets are rebalanced](https://github.com/Darxo/Hardened/wiki/Hardened-Helmet-Changes)
- [~150 NPCs are tweaked or fully redesigned](https://docs.google.com/spreadsheets/d/1fOc6TcgiVm9P_iOyVoqwYNoXETsnuc9I_4YbblBHV18/edit?gid=1891685024#gid=1891685024) with all other Hardened changes in mind
- A few hundred other adjustments to enemies, ai, perk trees, skills and general mechanics
- An army of Quality of Life improvements; lots of them are optional
- Dozens of minor Vanilla Fixes, including the removal of [many cheese strategies](https://github.com/Darxo/Hardened/wiki/Patched-Vanilla-Cheese-&-Exploits)

# List of all Changes

## Major Changes

### Reach Rework
*Forget everything you know about the Reforged Reach Mechanic*
- Every Character has a Reach value. This is usually 0 for those who can wield Weapons. All other characters have a value from 1-7 depending on their size
- Every Weapon has a Reach value. This is usually 0 for ranged Weapons
- Some skills or perks may increase or reduce the Reach of a character
- **Reach** is 0 while the character does not emit a zone of control (e.g. stunned, fleeing, wielding ranged weapon)
- You have **Reach Advantage** during any melee attack if your Reach is greater than the Reach of the entity you are attacking
- **Reach Advantage** grants 15% more Melee Skill

### Shield Revert/Rework

- Fatigue no longer has any effect on the defenses granted by shields (just like in Vanilla)
- All reforged changes to Condition, Melee Defense, Ranged Defense and Weight of vanilla shields have been reverted
- Named shields can roll condition as one of their two buffed properties (just like in Vanilla)
- **Schrat Shield** no longer spawns saplings
- Additionally the following balance changes have been made compared to the vanilla stats:
- **Adarga Shields** now have 8 Weight (down from 10), 16 Condition (down from 18) and lose **Knock Back**
- **Barrowkin Round Shield** now has 15 Melee Defense (down from 18), 15 Ranged Defense (down from 18), 10 Weight (down from 15), 24 Condition (down from 48) and costs 160 Crowns (up from 60)
- **Buckler** now have 2 Weight (down from 4)
- **Feral Shields** now have 20 Melee Defense (up from 15), 25 Ranged Defense (up from 20), 20 Weight (up from 12), 24 Condition (up from 16), +5 Fatige on use (up from 0) and they lose **Knock Back**
- **Heater Shields** now have 25 Melee Defense (up from 20) and lose **Shieldwall**
- **Kite Shields** lose **Knock Back**
- **Lindwurm Shields** now have 20 Melee Defense (up from 17), 20 Ranged Defense (down from 25)
- **Heavy Metal Shields** now have 20 Melee Defense (up from 15) and 20 Ranged Defense (up from 15) and 24 Weight (up from 22)
- **Old Wooden Shields** now have 13 Melee Defense (down from 15) and 13 Ranged Defense (down from 15)
- **Reinforced Skirmisher Shields** now have 15 Melee Defense (up from 10), 15 Ranged Defense (up from 10) and 4 Weight (down from 8). They lose **Shieldwall** and gain **Knock Back**
- **Schrat Shields** now have 25 Melee Defense (up from 20), 20 Ranged Defense (up from 17) and lose **Shieldwall**
- **Tower Shields** now have 30 Condition (up from 24) and lose **Knock Back**
- **Wooden Skirmisher Shields** now have 2 Weight (down from 4). They lose **Shieldwall** and gain **Knock Back**
- **Worn Heater Shields** now have 23 Melee Defense (up from 20), 13 Ranged Defense (down from 15) and lose **Shieldwall**
- **Worn Kite Shields** now have 13 Melee Defense (down from 15), 23 Ranged Defense (down from 25) and lose **Knock Back**
- Wooden Shields, Kite Shields and Heater Shields which are colored in Mercenary Colors (e.g. your own) grant +5 Resolve while equipped

### Streamlined Difficulty Scaling

- Most vanilla difficulty scaling methods (day/player strength/renown scaling) are disabled
- Instead the following streamlined system is added:
- Contracts are 1% more difficult for every 12.5 Renown, up to a maximum of 1000% more
- Contracts pay 1% more Crowns for every 12.5 Renown, up to a maximum of 1000% more
- Contracts with 1 Skull no longer apply the penalty to pay twice and those with 3 Skulls no longer apply the bonus to pay twice
- Settlement have 1,3% more resources available per day (e.g. for spawning Caravans and Militia), up to a maximum of 400% at day ~300
- Every other scaling encounter in the world becomes 1,3% more difficult per day, up to a maximum of 400% at day ~300
- You can view the current Contract Difficulty when looking at the renown tooltip
- You can view the current World Difficulty when looking at the day-time tooltip on the world map
- All major factions now have a global difficulty multiplier (ranging from 0.6 to 1.4), which decides how strong they are compared to each other
- These difficulty multiplier influence the resources those factions have available for generating defenders in their locations and when sending out world parties
- Arena Contracts/Tournaments are excluded from that scaling rework and still work like they do in Vanilla

### Double Grip Rework

- Double Grip no longer provides unique effects for each weapon type
- Double Grip now always grants 20% more damage and 20% reduced fatigue cost of non-attack skills

### Crowded

*Forget everything you know about the Reforged Crowded Mechanic*
- Any Melee Attack Skill that has a Range of at least 2 tiles may have to deal with the new **Crowded** mechanic:
- Every adjacent ally (except the first two) causes -5% Hitchance with such a skill
- Every adjacent enemy causes -10% Hitchance with such a skill
- This effect does not count adjacent characters who are 2 or more levels above or below
- As a consequence of the **Crowded** mechanic, 2-tile melee attacks lose the vanilla hitchance penalty to attack adjacent targets

### Combat Loot Changes

- Weapons worn by NPCs now have a 60% chance to drop (down from 90%) but no longer need to have at least 12 Condition to be eligible for dropping
- Throwing Weapons in a bag slot, or with full ammunition can now also drop
- Non-Named shields worn by enemies now have a 50% chance to drop (down from 90%)
- All shields worn by enemies can now drop, even if they have less than 25% Condition or less than 6 Condition left
- Helmets worn by players now need at least 1 Condition to be guaranteed to drop (down from 16)
- Body Armors worn by players now need at least 1 Condition to be guaranteed to drop (down from 11)
- Body Armors and Helmets worn by NPCs now require at least 50% condition on them to be eligible for dropping (up from 25%). They no longer require a minimum absolute condition to be eligible for dropping (down from 31)
- Body Armors and Helmets, which are eligible for dropping how have a 100% base chance to drop at 100% condition (up from 70% for helmets). This chance now scales linearly with condition, reaching 0% drop chance at 50% condition (e.g. 40% drop chance at 70% condition)
- **Bandages** worn by enemies now have a 60% chance to drop (down from 100%)

### Throwing Weapon Rework

- Throwing Weapons now have a minimum attack range of 1, just like all other ranged attacks
- Throwing regular **Throwing Weapons** now costs 15 Fatigue (up from 10 for Axes, 14 for Javelins and 12 for Bolas), just like in Vanilla
- Throwing **Heavy Throwing Weapons** now costs 5 Action Points (up from 4) and 18 Fatigue (up from 15)
- Throwing **Crude Javelins** now costs 5 Action Points (up from 4)
- **Heavy Javelins** now deal 40-50 Damage (up from 35-50), have 85% Armor Damage (up from 80%), have +0% Hitchance (up from -5%), 4 Maximum Ammo (down from 5), 0 Weight (down from 8), 3 Weight per Ammo, 2 Ammo Cost (down from 3) and cost 500 Crowns (up from 300)
- **Heavy Throwing Axes** now deal 45-60 Damage (up from 30-50), have 120% Armor Damage (up from 115%), have -10% Hitchance (down from -5%), +10% Headshot Chance (up from +5%), 0 Weight (down from 8), 3 Weight per Ammo, 2 Ammo Cost (down from 3) and cost 600 Crowns (up from 300)
- **Bolas** now deal 25-40 Damage (up from 20-35), have 0 Weight (down from 3), 1.5 Weight per Ammo, 2 Ammo Cost (down from 3) and cost 300 Crowns (up from 150). They now deal 100% Blunt Damage (instead of 50% blunt and 50% piercing)
- **Crude Javelins** now deal 35-45 Damage (up from 30-40), have 0 Weight (down from 8), 3 Weight per Ammo and 1 Ammo Cost (down from 3)
- **Javelins** now deal 35-45 Damage (up from 30-45), deal 70% Armor Damage (down from 75%), have 0 Weight (down from 6), 2 Weight per Ammo, 2 Ammo Cost (down from 3) and costs 350 Crown (up from 200)
- **Throwing Axes** now deal 35-50 Damage (up from 30-50), have -10% Hitchance (down from +0%), +10% Headshot Chance (up from +5%), 0 Weight (down from 4), 2 Weight per Ammo, 2 Ammo Cost (down from 3) and cost 400 Crowns (up from 200)

### Bows, Crossbows & Firearms Rework

- All Bows lose 5% Armor Penetration
- **Quick Shot** now has -2 Shooting Range (down from -1) and loses 5% Hitchance per tile (up from 4%)
- **Aimed Shot** no longer deals any bonus damage to Hitpoints
- Crossbows and Firearms now start each battles unloaded
- Crossbows and Firearms are unloaded after battle and their shots are returned to your Ammunition Supplies
- Reloading any Crossbow or Firearm now applies the **Reload Disorientation** until the start of your next turn
- **Reload Disorientation** grants 50% less Ranged Defense
- All Crossbows now have +10% chance to hit and +10% Armor Penetration
- **Shoot Bolt** and **Shoot Stake** can no longer be used, while engaged in melee
- Reloading all Crossbows now costs 5 Action Points (up from 4)
- Reloading all Firearms now costs 7 Action Points (down from 9)
- **Handgonne** fire pattern is reworked. It is still the same as in Vanilla when aiming onto the same axis. Anywhere else your shape will now be a triangle

### Relation with Factions

- Force Attacking an ally on the world map no longer drops their Relation with you to 0 or causes a Morale Reputation hit. Instead it only makes them temporarily your enemy until you cancel the combat dialog or end the fight with them
- Whenever you start combat, lose 5 Relation with all hostile Factions that you fight against
- Whenever you start combat against a temporary enemy (e.g. when Force Attacking an ally), lose 2 Morale Reputation
- Killing any character now changes Relation with their faction by -3 (down from -0.5). This action will now print a relation change entry with a reason
- Factions now offer you 2% worse prices for every point of Relation below 50 with them (up from 0.6%)

### New Perks

- Add new **Anchor** perk in Tier 3 of **Unstoppable Group**: It grants immunity against **Displacement** until the start of your next turn, if you end your turn on the same tile you started it on. You also take 50% less Damage during your turn.
- Add new **Brace for Impact** perk in Tier 3 of **Vicious**: Whenever you move to a tile, gain 1 stack for each adjacent enemy (up to a maximum of 5), until the start of your next turn. Take 10% less Hitpoint Damage from Attacks and have 10% more Injury Threshold for each stack
- Add new **Hybridization** perk in Tier 3 of **Ranged Group**: It allows swapping two weapons with no shared weapon types for free, once per turn. It grants +10 Melee Defense if you have at least 70 Base Ranged Skill and it grants +10 Ranged Defense, if you have at least 70 Base Melee Skill
- Add new **Elusive** perk in Tier 2 of **Swift Group**: It reduces the AP cost for movement on all terrain by 1 to a minimum of 2. This does not stack with **Pathfinder** or **Scout**. After moving 2 tiles during your turn, become immune to rooted effects, until the start of your next turn
- Add new **One with the Shield** perk in Tier 1 of **Shield Group**: It requires a shield. While you have Shieldwall effect you take 40% less Hitpoint damage from head attack. While you don't have Shieldwall effect you take 40% less Hitpoint damage from body attacks
- Add new **Parry** perk in Tier 3 of **Swift Group**: It requires a one handed melee weapon. It grants Melee Defense equal to your base Ranged Defense against weapon attacks. While engage with someone wielding a melee weapon, you have 70% less Ranged Defense. Does not work with shields, while stunned, fleeing or disarmed
- Add new **Scout** perk in Tier 1 of **Ranged Group**: It grants +1 Vision for every 3 adjacent tiles that are either empty or at least 2 levels below your tile. It reduces the AP cost for movement on all terrain by 1 to a minimum of 2. This does not stack with **Elusive** or **Pathfinder**.
- Add new **Warden** perk to Tier 5 of **Trained**: Adjacent allies take 30% less damage from Attacks from enemies that are adjacent to you. This does not affect allies who also have the **Warden** perk. Whenever an adjacent ally takes damage, move to the next position in the turn sequence
- Add the existing enemy-only perk **Wear them Down** in Tier 3 of **Fast Group**

### Reworked Day-Night-Cycle

- Each Day now consists of **Sunrise** (2 hours) followed by **Morning** (6 hours), **Midday** (2 hours), **Afternoon** (6 hours) and ending with **Sunset** (2 hours)
- Each Night now consists of **Dusk** (2 hours), followed by **Midnight** (2 hours) and **Dawn** (2 hours)
- Each new day now starts exactly the moment that night changes to day (Double Arena fix)
- The Day-Night disk on the world map now aligns correctly with the current time

### Stamina, Initiaitive and Weight

- The term **Maximum Fatigue** in most places is replaced with the shorter term **Stamina**. They mean the same thing
- You no longer lose or gain **Initiative**, when you lose or gain **Stamina** (e.g. from **Strong Trait** or from certain Injuries)
- A new term **Weight** replaces the existing **Maximum Fatigue** property on equippable items but works very similar
- The **Stamina** penalty from **Weight** is now applied last (after Stamina Multiplier from effects). This is similar to how the **Initiative** penalty from **Weight** is applied in Vanilla
- Therefore percentage based debuffs and injuries affecting **Stamina** are worse
- And percentage based buffs affecting **Stamina** are stronger
- No Character can ever have less than 10 **Stamina**

### Numeral Rework

- Add new numerals for enemy sizes and change the ranges of existing numerals
- 2-3: A Few
- 4-6: Some
- 7-10: Several
- 11-15: Many
- 16-23: Lots
- 24-36: Dozens
- 37-69: A plethora
- 70+: An army
- You can no longer see the exact size of enemy parties on the world map
- Add settings to control, whether to display Numerals or their actual Ranges

### Notable Changes when coming from Reforged

- Disable **Veteran Perks**. Your brothers no longer gain perk points after Level 11
- You can no longer swap your weapon with a dagger from your bag for free
- Attachments no longer randomly spawn on NPCs

### Other Notable Changes

- You can now bring 2 fewer Brothers into Battle, compared to what your origin allows. The first two Cart Upgrades allow you to bring +1 Brother into battle each
- All Player Characters have +5 Hitpoints
- Base Vision for the player and all world parties is now 450 (down from 500)
- Player Characters now gain 100% XP from combat (up from 85%)
- Level 7 now requires 5500 XP (up from 5000). Level 8 now requires 8000 XP (up from 7000). Level 9 now requires 11000 XP (up from 9000). Level 10 now requires 14500 XP (up from 12000). Level 11 now requires 18500 XP (up from 15000)
- No Character can have less than 2 Vision
- When you pay compensation on dismissing a brother, he will share 50% of his experience with all remaining brothers. Each brother can only receive up to 10% of this shared experience.
- You can now purchase missing Weapon perk groups (2500 Crowns) or Armor perk groups (4000 Crowns) at the **Training Hall**, once per brother
- Lower Tier weapons no longer have a Fatigue Discount for the skills
- You can now use **Bandages** to treat injuries during battle that were received at most 1 round ago
- Add new **Retreat** skill for player characters, which allows you to retreat individual brothers from a battle if they stand on a border tile and are not engaged in melee
- The fatigue discount from having multiple weapon masteries now stacks when using hybrid weapons

## Skills

### Active/Passive Skills

- **Arrow to the Knee** can now also be used on undead, that can receive leg injuries. It now has -5% Hitchance per tile (down from -4%)
- **Bearded Blade** (granted by **Axe Mastery**) is completely reworked. It now costs 4 Action Points and 25 Fatigue and it is an attack, that deals no damage and will disarm your opponent for 1 turn on a hit
- **Blitzkrieg** is completely reworked for the player: Each character can only use it once per battle. It now costs 9 AP (up from 7) and 50 Fatigue (up from 30). It now targets a tile (range of 4) and affects all tiles within 1 tile of that target. It grants all allies of your faction on those tiles **Adrenaline** until the start of their turn in the next round. NPCs still use the Reforged version of **Blitzkrieg**, which now also costs 9 AP (up from 7) and 50 Fatigue (up from 50)
- **Break Free** and **Break Free Ally** now cost 3 Action Points (down from 4). They now have -20% base chance to succeed (down from 0%). They now gain +30% chance to succeed on a failed attempt (up from +10%)
- **Charmed Effect** (from **Hexen**) now grants **Resilient**
- **Chop** now has a 50% chance to decapitate (up from 25%)
- **Cover Ally** (granted by **Shield Expert**) is completely reworked. It costs 4 Action Points and 20 Fatigue and can be used on adjacent allies. It grants the target defenses equal to the base defenses of the users equipped shield and it causes the user to lose an equal amount of defenses. It lasts until the start of the users next turn or until the user gets stunned, flees or moves away from the target
- **Dazed** no longer reduces the Stamina by 25%. It now increases the fatigue cost of all non-attacks by 25%. It now causes you to deal 20% less damage (up from 25% less)
- **Deathblow** now costs 15 Fatigue (up from 10)
- **Demolish Armor** now deals 60% more Armor Damage (up from 45% more)
- **Distracted** (caused by **Throw Dirt**) now reduces the damage by 20% (down from 35%) and disables the targets Zone of Control during the effect
- **Drink Night Owl Elixir** (from **Hexen** and **Assassins**) now costs 5 AP (up from 2)
- **Drums of War** now costs 30 Fatigue (up from 15)
- **Encourage** (granted by **Supporter**) can no longer make someone confident and it no longer requires the user to have a higher morale than the target per tile distance.
- **Flaming Arrow** (granted by **Trick Shooter**) no longer causes an extra morale check on the main target. It now deals 100% Burning Damage (instead of 25% Burning and 75% Piercing Damage)
- **Footwork** (granted by **Footwork**) now costs -1 Action Point for every tile you move during your turn, until you use Footwork or end your turn. It can now only be used once per round. It can now be used even while not the the Zone of Control of an enemy
- **Frostbound** (from Barrowkin) no longer builds up 2 Fatigue, when you start your turn next to those Barrowkins. Instead it now applies **Worn Down** on everyone, starting their turn adjacent to those enemies
- **Hand-to-Hand Attack** now costs 3 Action Points (down from 4) and it is now enabled if you carry an empty throwing weapon in your main hand.
- **Hex** (from **Hexen**) now costs 20 Fatigue (up from 5)
- **Hold Steady Skill** is completely reworked for the player: It now costs 7 Action Points (unchanged) and 40 Fatigue (up from 30) and is no longer restricted to "once per battle". It now targets a tile (range of 4) and affects all tiles within 1 tile of that target (up to 7). It grants all allies of your faction on those tiles the **Hold Steady Effect** for 2 rounds. NPCs still use the Reforged version of **Hold Steady Skill**
- **Hold Steady Effect** (granted by **Hold Steady**) no longer grants +10 Melee Defense or +10 Ranged Defense. It now grants the **Entrenched** perk
- **Insect Swarm** now disables the targets Zone of Control during its effect. It no longer reduces the Initiative. It now reduces the combat stats by 30% (down from 50%). It now costs 3 Action Points (down from 6) and has a maximum range of 4 tiles (down from 7)
- The lightning strikes, triggered by **Lightbringer** are reworked the following way: They now deal 10-15 (down from 15-20) Non-Attack (previously Attack) Burning damage (previously undefined damage) to the head (previously to the body)
- **Lunge** now has -10% additional Hitchance (up from -20%). Its damage scaling from Initiative has been reworked: It now deals 1% less damage per Initiative below 100 and it deals 1% more damage per Initiative above 100 (up to a maximum of 75% more). It is no longer affected by **Crowded**
- **Net Effect** (caused by **Throw Net**) no longer affects the Initiative of the target. It now applies 50% less Melee Defense (up from 25%) and 50% less Ranged Defense (up from 45%)
- **Net Pull** now costs 30 Fatigue (up from 25)
- **Night Effect** now causes -3 Vision (down from -2)
- **Onslaught** is completely reworked for the player: It now costs 7 Action Points (unchanged) and 40 Fatigue (up from 30) and is no longer restricted to "once per battle". It now targets a tile (range of 4) and affects all tiles within 1 tile of that target. It grants all allies of your faction on those tiles the **Onslaught Effect** for 2 rounds. NPCs still use the Reforged version of **Onslaught Skill**
- **Onslaught Effect** (granted by **Onslaught**) no longer grants one use of **Line Breaker** skill, +10 Melee Skill or +20 Initiative. It now grants the
**Pathfinder**, **Vigorous Assauolt** and **Elusive** perks
- **Passing Step** (granted by **Tempo**) can now be used no matter the damage type of the attack or whether you have something in your offhand. It now has 0 additional fatigue cost (down from 2)
- **Pound** no longer has +10% Armor Penetration on a hit to the head or 30% chance to stun on a hit
- **Puncture** now requires the target to be surrounded by atleast 2 enemies. It is now affected by **Double Grip** but deals 15% less damage at all times
- **Pummel** is now an Attack. It now costs 4 AP, when used with a One-Handed Hammer
- **Recover** now applies the same Initiative debuff as using **Wait**
- **Reload Handgonne** now costs 25 Fatigue (up from 20)
- **Reverse Grip** (Versatile Swordsman) now adds -1 Reach while active (down from -30% less)
- **Riposte** now costs 3 Action Points (down from 4), 15 Fatigue (down from 25). It now grants +10 Melee Defense during its effect. It is now disabled when you get hit or after your first counter-attack. Riposte no longer has a penalty to Hitchance. It can now be used multiple times per round
- **Shuffle** (granted by **Dynamic Duo**) no longer puts your partner to the next position in the turn order. It now costs 0 Action Points and 5 Fatigue on all tile types
- **Spider Poison** now also reduces the Hitpoints Recovery of the target by 50%
- **Stab** now costs 3 Action Points (down from 4) and has a 25% higher threshold to inflict injuries
- **Strike Down** now has a 100% Chance to Stun (up from 75%) and has a Stun Duration of 1 Turn (down from 2)
- **Swallow Whole** (from **Large Nachzehrer**) can no longer be used while rooted
- **Sword Thrust** now has 0% additional Hitchance (up from -20%)
- **Take Aim** (granted by **Crossbow and Firearm Mastery**) now costs 3 Action Points (up from 2). It now also lowers the Fatigue cost of your next Crossbow or Firearm Attack by 100%. It can now be used with any Firearm instead of only being restricted to the **Handgonne**. **Take Aim** with Firewarms no longer enlerges the AoE beyong 6 tiles, when aiming at close range
- **Taunt** (granted by **Taunt** perk) now has a Range of 4 tiles (up from 3)
- **Thresh** no longer has 20% chance to stun on a hit
- **Throw Axe** now has a 50% chance to decapitate (up from 0%) and 25% chance to disembowel (up from 0%)
- **Throw Net** now costs 4 Action Points (down from 5), has a Range of 3 (up from 2) and no longer requires the targets Base Reach to be below a certain value
- **Unnerving Presence** (From Barrowkin Huskarl) now has +0 Difficulty for the Morale Check it inflicts (down from +10)
- **Weave Web** (from **Webknecht**) now costs 50 Fatigue (up from 25)
- **Whip** (from **Goblin Overseer**) can no longer be used while engage in melee
- **Withered** no longer reduces Stamina or Fatigue Recovery. It now causes Non-Attacks to cost 50% more Fatigue per remaining turns on the effect duration

Skill nerfs as a result of the Reach system:
- **Gash** now has 0% additional Hitchance (down from 5%)
- **Hook** now has 0% additional Hitchance (down from 10%)
- **Impale** now has 0% additional Hitchance (down from 10%)
- **Lightbringer** now has 0% additional Hitchance (down from 10%)
- **Overhead Strike** now has 0% additional Hitchance (down from 5%)
- **Prong** now has 0% additional Hitchance (down from 10%)
- **Repel** now has 0% additional Hitchance (down from 10%)
- **Rupture** now has 0% additional Hitchance (down from 5%)
- **Swing** now has -10% additional Hitchance (down from -5%)
- **Slash** now has 0% additional Hitchance (down from 5%)
- **Split** now has -10% additional Hitchance (down from -5%)
- **Strike** now has 0% additional Hitchance (down from 5%)
- **Thrust** now has 0% additional Hitchance (down from 10%)

### Perks

Just the images side-by-side: https://github.com/Darxo/Hardened/wiki/Perk-changes-Side‐By‐Side

- **Angler** no longer increases the cost of **Break Free** on the target. It now staggers every character that you net. **Net Pull** now has a Range of 3 (up from 2)
- **Anticipation** is completely reworked: Take less Damage from the first 2 Attacks you, or your shield receive each battle. This reduction is a percentage equal to your current Ranged Defense plus an additional 10% for each tile between the attacker and you
- **Axe Mastery** now makes skills cost 20% less Fatigue (down from 25%). It no longer grants **Hook Shield**. It now causes **Split Shield** to apply **Dazed** for 1 turn
- **Backstabber** is rewritten. It now grants +5% Hitchance per character surrounding your target, except the first one. It now also affects ranged attacks
- **Bags and Belts** now also includes two-handed weapons but no longer grants Initiative
- **Battle Fervor** is completely reworked. It grants 10% more Resolve. It also grants 10% more Melee Skill, Melee Defense, Ranged Skill and Ranged Defense while at Steady Morale
- **Battle Forged** no longer has any prerequisites. It no longer provide any Reach Ignore
- **Bestial Vigor** is completely reworked. It is now called **Backup Plan** and grants the skill **Backup Plan** which can be used once per battle to recover 7 Action Points and disable all Attack-Skills for the rest of this turn. It has been removed from the **Wildling** perk group and added to the **Tactician** perk group at Tier 2
- **Bully** is completely reworked. It now grants 10% more damage against anyone with a lower morale than you. It also grants +5 Melee Defense against anyone with less maximum Hitpoints than you
- **Between the Ribs** no longer requires the attack to be of piercing type. It now also lowers your chance to hit the head by 10% for each surrounding character
- **Bloodlust** (no longer available) is completely reworked. It now grants 10% more damage against bleeding enemies and makes you receive 10% less damage from bleeding enemies
- **Bolster** (granted by **Polearm Mastery**) now requires a Polearm equipped, instead of any weapon with a Reach of 6 or more. It can now only trigger once per round. It can now trigger while engaged in melee. It can now only make at most one ally confident per attack
- **Bone Breaker** is completely reworked. It now causes Armor Damage you deal to be treated as additional Hitpoint damage for the purpose of inflicting injuries
- **Bow Mastery** now makes skills cost 20% less Fatigue (down from 25%). It no longer grants +1 Vision
- **Bullseye** no longer reduces the penalty for shooting behind cover. It also no longer works with **Take Aim**. It now provides 20% Armor Penetration (up from 10% and 20% resepctively)
- **Bulwark** is completely reworked. It now grants additional Resolve equal to 5% of your current combined Head and Body Armor condition
- **Brawny** no longer grants Initiative
- **Calculated Strikes** now lowers Initiative by 15% (down from 20%)
- **Cheap Trick** now affects all attacks of a skill, when you use it with an AoE skill
- **Cleaver Mastery** is completely reworked. It still makes Cleaver Skills cost 20% less Fatigue and grants +10% Hitchance when using **Disarm**. You now deal +50% Critical Damage when hitting the Body of someone who is disarmed or who doesn't wield a Weapon
- **Colossus** now grants +15 Hitpoints, instead of 25% more Hitpoints
- **Command** can now be used on fleeing allies. In this case it triggers a positive morale check first. Then, if they are not fleeing, they are moved forward in the turn order, like before
- **Combo** is reworked. It now reduces the cost of all skills you haven't used yet this turn by 2 Action Points, except the first skill you use each turn
- **Concussive strikes** is completely reworked. It is now called **Shockwave** and it makes it so your kills or stuns with maces will daze all enemies adjacent to your target for 1 turn
- **Crossbow and Firearm Mastery** now makes skills cost 20% less Fatigue (down from 25%). It now grants +1 Vision while you wear a Helmet with a Vision Penalty. It no longer reduces the reload cost of **Heavy Crossbows** by 1
- **Dagger Mastery** now makes skills cost 20% less Fatigue (down from 25%). It no longer grant any reach ignore. It now reduces the action point cost of the first offhand skill each turn to 0, if your offhand item has a weight lower than 10
- **Decisive** no longer grants 15% more Resolve at 1 Stack
- **Death Dealer** is completely reworked. It now grants 5% more damage with AoE-Attacks for every enemy within 2 tiles. It also removes any rooted effects, whenever you use an AoE Attack
- **Deep Impact** is now called **Breakthrough** and has been completely reworked. It grants the **Pummel** skill, which can now be used with any hammer. It also makes it so **Shatter** has a 100% chance to knock targets back on a hit and it increases the knock back distance of **Shatter** by 1
- **Discovered Talent** is completely reworked. When you pick it, it now grants 3 Talent stars in a random attributes that you have none in and a random **Fighting Style** Perk Group. It can no longer be learned, while you have any pending Level-Up
- **Dismantle** has been completely reworked. It now grants +20% Armor Damage and 100% more Shield Damage
- **Dismemberment** no longer causes any morale checks. It now grants +20% chance to hit the body part with the most temporary injuries. This perk no longer requires the attack to be cutting damage in order to upgrade injuries
- **Dodge** now grants 5% of Initiative as extra Melee Defense and Ranged Defense for every empty adjacent tile (down from always 15%)
- **Double Strike** now grants 25% more damage (up from 20%). It now works with ranged attacks and the damage bonus is no longer lost when you swap weapons
- **Duelist** is completely reworked. It now only works for one-handed weapons. It grants 30% Armor Penetration and +2 Reach while adjacent to 0 or 1 enemies and it grants 15% Armor Penetration and +1 Reach while adjacent to 2 enemies
- **Dynamic Duo** no longer grants Melee Skill or Melee Defense. It no longer reduces hitchance and damage when attacking your partner. It now grants +20 Resolve and +20 Initaitive, while the only adjacent allies next to your and your partner are each other
- **En Garde** is completely reworked. It now grants +10 Melee Skill while it is not your turn. It also makes it so **Riposte** is no longer disabled when you get hit or deal a counter attack (so like in Vanilla), and it recovers 1 Action Point whenever an opponent misses a melee attack against you
- **Entrenched** has been completely reworked. It now grants +5 Resolve per adjacent ally, +5 Ranged Defense per adjacent obstacle and 10% more Ranged Skill if at least 3 adjacent tiles are allies or obstacles
- **Executioner** no longer works against stunned or sleeping targets. It now works against all rooted targets instead of just a select subset of those effects
- **Exploit Opening** is completely reworked. It now grants a stacking +10% chance to hit whenever an opponent misses an attack against you. Bonus is reset upon landing a hit (just like Fast Adaptation)
- **Fast Adaptation** can now trigger multiple times per Attack-Use
- **Fencer** no longer grants +10% chance to hit or 20% less fatigue cost. It no longer removes the damage type requirement from **Passing Step**. It now causes your fencing swords to lose 50% less durability
- **Feral Rage** is completely reworked: Gain 1 Rage Stack whenever you miss a Non-AoE Attack or get hit by an Attack from an enemy, up to a maximum of 4 Stacks. Lose all Rage Stacks when you hit with a Non-AoE Attack. Deal 25% more Damage with Non-AoE Attacks for each Rage Stack. While you have at least 4 Rage Stacks, become Immunt to Stuns and take 20% less Hitpoint Damage
- **Flail Mastery** now makes skills cost 20% less Fatigue (down from 25%). It no longer grants +5% HitChance with **Thresh** and it no longer grants the **From all Sides** perk. You now gain the **From all Sides** effect until the start of your next turn, after you use a Flail Skill. This effect makes you count twice for the purpose of surrounding adjacent enemies
- **Flail Spinner** now has a 100% chance to procc (up from 50%) but will only target a random different valid enemy
- **Formidable Approach** is completely reworked. During your turn, moving next to an enemy that has less maximum Hitpoints than you, removes Confident from them. During your turn, moving next to an enemy grants +15 Melee Skill against them until they damage you or you move away from each other
- **Fortified Mind** now grants +25 Resolve (instead of 25% more) and you lose Resolve equal to the Weight of your Helmet
- **Footwork** perk no longer grants **Sprint**
- **Fresh and Furious** is completely reworked. It now makes all Attacks cost -5 Action Points. After you use any Attack during your turn, this effect gets disabled until you use **Recover**
- **From All Sides** (enemy only perk) is completely reworked. You now gain the **From all Sides** effect until the start of your next turn, after you use a Attack Skill. This effect makes you count twice for the purpose of surrounding adjacent enemies
- **Fruits of Labor** is reworked. It now grants 5% more Hitpoints, Stamina, Resolve and Initiative
- **Ghostlike** has been completely reworked. It no longer has any requirements. It now grants 50% of your Resolve as extra Melee Defense during your turn. When you start or resume your turn not adjacent to enemies, gain +15% Armor Penetration and 15% more damage against adjacent targets until you wait or end your turn
- **Hammer Mastery** now makes skills cost 20% less Fatigue (down from 25%). It no longer grants **Pummel** or increases the Armor Damage dealt by **Crush Armor** and **Demolish Armor**. Now 50% of the Armor Damage you deal to one body part is also dealt to the other body part
- **Hybridization** is completely reworked. It is now called **Toolbox** and requires a Throwing Weapon. It grants +1 Bag Slot if you dont have **Weapon Master**. It now causes piercing type hits to the body to inclict **Arrow to the Knee** for 1 turn, cutting type attacks to inflict **Overwhelmed**, blunt type headshots to inflict stagger for 1 turn and any hit with them to stun a staggered opponent and throwing spears to deal 100% more damage to shields
- **Inspiring Presence** no longer requires a banner. Have 10% less Resolve. At the start of each round it grants adjacent allies of your faction +3 Action Points for this turn, if they are adjacent to an enemy and have less Resolve than you. The same target can't be inspired multiple times per turn
- **Iron Sights** is completely reworked. It now grants +1% chance to hit the head with Crossbows and Firearms for every 3 Initiative you have
- **King of all Weapons** is now called **Spear Flurry** and is completely reworked. It now prevents spear attacks from building up any fatigue
- **Kingfisher** is reworked: It grants +2 Reach while you have a net equipped. Netting an adjacent target does not expend your net but prevents you from using or swapping it until that target breaks free or dies. If you move more than 1 tile away from that netted target, lose your equipped net
- **Leverage** is completely reworked. It now reduces the Action Point cost of your first polearm attack each turn by 1 for each adjacent ally.
- **Line Breaker** no longer grants **Shield Bash**. It now causes **Knock Back** to stagger the target on a hit
- **Lone Wolf** is now only active if no ally from your company is within 2 tiles
- **Long Reach** now only works while it is NOT your turn
- **Mace Mastery** no longer grants the **Bear Down** perk. It now causes all mace hits to the head to apply dazed for 1 turn. It now also causes the stun from **Strike Down** to last for 1 additional turn
- **Man of Steel** is completely reworked. It now makes you take less Armor Penetration damage from Attacks damage equal your Helmet or Body Armor Weight as a percentage, whichever is lower
- **Marksmanship** is completely reworked. It now grants +10 minimum and maximum damage while there are no enemies within 3 tiles
- **Mauler** is completely reworked. Once per round, during your turn, if you move next to an injured enemy, you recover 3 Action Points
- **Nailed It** is completely reworked. It now works with all attacks and grants 25% chance to hit the head at a distance of 2 tiles. It also makes it so your attacks at a distance of 2 tiles will never hit the cover
- **Nimble** is completely reworked: It now always provides a 60% Hitpoint damage reduction but no longer reduces your armor damage taken. It now increases your armor damage taken by a percentage equal to your combined helmet and armor weight
- **Nine Lives** no longer grants **Heightened Reflexes** for 1 turn when it triggers
- **Offhand Training** is completely reworked. It now reduces the AP cost of tool skills by 1. Wielding a tool in your offhand no longer disables **Double Grip** and while wielding a tool in your offhand, the first successful attack each turn, will stagger your target
- **Onslaught** no longer has a shared cooldown with other brothers who have this perk
- **Opportunist** is completely reworked. After moving 3 tiles during your turn, it grants a -5 Action Point discount throwing attacks, until you use a throwing attack, wait or end your turn. Moving on all terrain costs -2 Fatigue, just like the **Athletic** Trait
- **Overwhelm** can now trigger multiple times per Attack-Use
- **Pattern Recognition** can now trigger multiple times per Attack-Use. It now increases Melee Skill and Melee Defense by +2 for each stack (instead of +3 for the first 5 stacks and +1 for any further stack)
- **Phalanx** is completely reworked. It grants +1 Reach for every adjacent ally with a shield. **Shieldwall** no longer ends, while an adjacent brother also has **Shieldwall** active. It gains a new perk icon
- **Poise** is now called **Flexible** and is completely reworked: It now reduces damage which ignores Armor by 60%. This is reduced by 1% for each combined helmet and body armor weight. You take 2% less Armor Damage from Attacks for every 5 Initiative you have, up to a maximum of 40%.
- **Polearm Mastery** now makes skills cost 20% less Fatigue (down from 25%). It no longer reduces the Action Point cost of 2 handed reach weapons by 1. It now grants +15% chance to hit for **Repel** and **Hook**.
- **Professional** now reduces the experience gained by 5%
- **Quickhands** can now also swap two two-handed weapons, just like in Vanilla. It now stacks with other effects that grant free swaps
- **Rally the Troops** skill and tooltip is streamlined: It now explicitely has a cooldown of 1 round. It can now be used, even after you were rallied by someone else. Multiple uses of **Rally the Troops** can now affect the same character multiple times. Morale Checks now have a penalty of -15 per tile between the target and you (instead of -10 per tile distance). Rallying a fleeing character is now also affected by the distance penalty
- **Rattle** is now called **Full Force** and has been completely reworked. It now causes you to spend all remaining Action Points whenever you attack during your turn and gain 8% more Damage and 8% more Shield Samage per Action Point spent. The effect is double for one-handed weapons
- **Rebuke** is completely reworked. It now grants the **Rebuke Effect** whenever an opponent misses a melee attack against you while it's not your turn, until the start of your next turn. This effect reduces your damage by 25% but will make you retaliate every melee attack miss against you
- **Resilient** is completely reworked: Negative status effects on you last -1 turn (to a minimum of 1). Whenever **stunned** expires on you, become immune to being stunned until the start of your next turn
- **Rising Star** now only grants 20% experience until you are level 12. It now grants +2 Perk Points at Level 12, instead of 5 levels after picking the perk
- **Rush of Battle** is completely reworked. While adjacent to an ally and an enemy, gain 20% more Injury Threshold per adjacent enemy and Skills cost 10% less Fatigue per adjacent ally
- **Sanguinary** is completely reworked. It now causes your Cleaver Attacks to apply 5 additional bleed stacks, if the attack applied at least one bleed stack
- **Savage Strength** now reduces fatigue cost of weapon skills by 20% (down from 25%). It now grants Immunity to Disarm
- **Shield Expert** no longer grants 25% increased shield defenses and no longer prevents fatigue build-up when you dodge attacks. It now grants 50% less shield damage taken and it makes it so enemies will never have Reach Advantage over the shield user
- **Shield Sergeant** is completely reworked. It grants **Shieldwall** effect to all allies who have a shield equippe, at the start of combat. It now causes allies within 3 tiles to imitate shield skills for free that you use during your turn. It also allows you to use **Knock Back** and **Cover Ally** on empty tiles
- **Skirmisher** now grants 50% of body armor weight as initiative (previously 30% of body/helmet armor weight) and no longer displays an effect icon
- **Small Target** now also reduces the chance to take a hit to the head by 10%
- **Spear Mastery** now makes skills cost 20% less Fatigue (down from 25%). It no longer provides a free spear attack each turn. Instead it now grants 15% more Melee Skill while you have Reach Advantage
- **Survival Instinct** is completely reworked. It grants 1 stack at the start of each battle. It grants 1 stack, when you get hit by an attack, and you lose 1 stack when you dodge an attack. Every stack grants 10 Melee Defense and 10 Ranged Defense
- **Steady Brace** is now called **Ready to Go** and has been completely reworked. It makes it so your Crossbows and Firearms start each battle loaded, including those carried in the bag, if you have the correct- and enough ammunition equipped
- **Student** no longer grants any experience. It now grants +1 Perk Point when you reach level 8 instead of level 11
- **Strength in Numbers** now grants +2 Resolve for every adjacent ally (down from +5)
- **Sweeping Strikes** is completely reworked. It now grants +5 Melee Defense for every adjacent enemy until the start of your next turn the first time you use a melee attack skill on an adjacent enemy. It still requires a two-handed weapon
- **Swift Stabs** has been completely reworked. It's now called **Hit and Run**. It makes it so all dagger attacks can be used at 2 tiles and will move the user one tile closer before the attack. When the attack hits the enemy, the user is moved back to the original tile
- **Sword Mastery** now makes skills cost 20% less Fatigue (down from 25%). It no longer grants **Passing Step** and it no longer increases the HitChance with **Riposte**. It now causes your attacks against enemies whose turn has already started to lower their Initaitive by a stacking 15% (up to a maximum of 90%) until the start of their next turn
- **Target Practice** has been completely reworked. It now makes it 50% less likely for your arrows to hit the cover, when you have no clear line of fire (stronger than vanilla Bullseye)
- **Tempo** is completely reworked. It grants 10% more Initiative until the start of your next turn whenever you move a tile during your turn. It also grants **Passing Step**
- **Through the Gaps** is completely reworked. It causes your piercing spear attacks to always target the body part with the lowest total armor but no longer deal critical damage on a hit to the head
- **Throwing Mastery** is mostly completely reworked. It now makes skills cost 20% less Fatigue (down from 25%). It now grants 30% more damage for your first throwing attack each turn, no matter the range. It now allows swapping any item once per round, after you attacks with a throwing weapon
- **Trick Shooter** is completely reworked. It makes all Bow Skills that you have not used yet this battle, have +15% Hitchance. It also grants the Flaming Arrow skill (instead of the perk)
- **Underdog** is rewritten. It now grants +5 Melee Defense for every character surrounding you, except the first one. Compared to the vanilla implementation this defense is now affected by defense multiplier and by the softcap for defense
- **Unstoppable** is completely reworked. Once per round during your turn, if you hit an enemy with an attack, gain 1 stack up to a maximum of 3. Each stack grants +1 Action Points and 10% more Initiative. Lose 1 stack whenever you use a Non-Attack skill. Lose all stacks when you use recover, get stunned or staggered
- **Vanquisher** is completely reworked. After you step on a corpse that has been created this round, you become Immune to **Displacement** and take 25% less Damage until the start of your next turn. **Gain Ground** (granted by **Vanquisher** perk) is now free
- **Vigorous Assault** is mostly reworked. It now works with all attacks. It no longer provides a fatigue discount. The discount is no longer lost when swapping weapons or using non-attack skills.
- **Weapon Master** no longer grants weapon perks while wielding a hybrid weapons. It now grants +1 Bag Slot at all times
- **Wears it well** now grants 50% of combined Mainhand and Offhand Weight as Stamina and Initiative (Instead of 20% of Mainhand, Offhand, Helmet and Chest Weight)
- **Wear them Down** is completely reworked. It now causes your hits to apply an additional 10 Fatigue on the target and your misses to apply 5 Fatigue. After your attack, if your target is fully fatigued, apply **Worn Down** effect until the end of their turn, which applies 30% less Melee Defense and 30% less Ranged Defense and causes Non-Attack Skills to cost 50% more Fatigue
- **Whirling Death** is completely reworked. It now grants a new active skill which creates a buff for 3 turns granting 25% more damage, +2 Reach and 10 Melee Defense to the user

### Perk Groups
- **Bags and Belts** is added to **Light Armor** group and removed from **General** group
- **Between the Eyes** is removed from **Vicious Group** and can no longer appear
- **Berserk** moves to Tier 7 of **Vicious** Perk Group
- **Bone Breaker** moves to Tier 5 (down from Tier 7)
- **Bullseye** moves to Tier 6 (up from Tier 3)
- **Bully** moves to Tier 1 (down from Tier 2)
- **Cheap Trick** moves to Tier 1 (down from Tier 2)
- **Colossus** is removed from **Tough** group and added to **Powerful Strikes** group
- **Crippling Strikes** is removed from **Powerful Strikes** and added to **Vigorous** group and **Wildling** group
- **Decisive** is removed from **Vigorous** group and added to **Leadership** and **Soldier** group
- **Death Dealer** is removed from **Agile** and added to **Powerful Strikes**. It moved to Tier 6 (up from Tier 4)
- **Deep Impact** (now **Breakthrough**) moves to T3 (down from Tier 6)
- **Dismantle** moves to Tier 6 (up from Tier 2)
- **Dismemberment** moves to Tier 2 (down from Tier 6)
- **Dodge** is removed from **Light Armor** group
- **Duelist** is removed from **Shield** group
- **Dynamic Duo** is removed from **Fast** group and added to **Agile** group
- **Exploit Opening** moves to Tier 2 (up from Tier 1)
- **Exude Confidence** is removed from **Soldier** group and added to **Vigorous** group
- **Fearsome** moves to Tier 5 of **Vicious** Perk Group
- **Wear them Down** is added to **Fast** group in Tier 3
- **Footwork** moves to Tier 1 (down from Tier 5)
- **Footwork** is added to Tier 1 of the **Fencer** perk group
- **Ghostlike** is now Tier 5 (up from Tier 4)
- **Inspiring Presence** added to **Noble** group
- **King of all Weapons** (now **Spear Flurry**) moves to Tier 6 (down from Tier 7)
- **Leverage** moves to Tier 7 (up from Tier 3)
- **Line Breaker** moves to Tier 5 (up from Tier 4)
- **Long Reach** moves to Tier 2 (down from Tier 7)
- **Man of Steel** moves to Tier 3 (down from Tier 7)
- **Marksmanship** is added to **Ranged** group. It is no longer a special perk
- **Mauler** moves to Tier 2 (down from Tier 6)
- **Menacing** moves to Tier 3 (up from Tier 1)
- **Onslaught** moves to Tier 3 (down from Tier 4)
- **Overwhelm** is removed from **Ranged** group
- **Pathfinder** moves to Tier 3 (up from Tier 1). It is removed from **Wildling** group and added to **Leadership** group
- **Phalanx** moves to Tier 3 (up from Tier 2 (Shield Group) and up from Tier 1 (Militia Group))
- **Polearm Mastery** and **Fortified Mind** are removed from the **Leadership** group
- **Rally the Troops** moves to Tier 3 (up from Tier 2). It is added to **Soldier** group
- **Rattle** (now **Full Force**) moves to Tier 6 (up from Tier 3)
- **Rebuke** moves to Tier Tier 7 (up from Tier 5)
- **Rising Star** moves to Tier 6 (down from Tier 7)
- **Rotation** is removed from **Trained**
- **Sanguinary** moves to Tier 6 (up from Tier 2)
- **Shield Expert** moves to Tier 4 (up from Tier 3)
- **Shield Sergeant** moves to Tier 4 (up from Tier 3)
- **Student** is added to **General** group. It is no longer a special perk
- **Survival Instinct** is removed from **Vigorous** group and added to **Tough** group
- **Tricksters Purses** moves to Tier 3 (up from Tier 1)
- **Underdog** moves to Tier 3 (down from 5)
- **Vigorous Assault** is removed from **Swift Strikes** group
- **Knave** no longer guarantees the **Dagger** perk group. Now it is just twice as likely. It also no longer guarantees the **Nimble** perk group
- **Leadership** perk group is now part of the **Shared** perk group collection and will compete with shared perk groups
- **Soldier Group** no longer guarantees **Professional perk** or **Trained Group**. Instead it only applies a 2.5x multiplier for **Trained Group**
- **Tactician** is now a **Special** perk group and no longer replaces a shared perk group, when it appears
- **Tough** group now uses the icon of **Killing Frenzy**
- **Wildling** no longer prevents the perk groups **Ranged**, **Gifted** and **Leadership** from appearing

### Backgrounds

- The default amount of Weapon Perk Groups appearing on any Background is now 4 (up from 3)
- **Assassin** now has +5 to minimum Ranged Skill (up from 0) and +10 to maximum Ranged Skill (up from 0)
- **Bowyer** now has -5 minimum Hitpoints (down from 0), +15 minimum Ranged Skill (up from +10) and +15 maximum Ranged Skill (up from +10)
- **Butcher** loses the Hitchance Bonus with **Butchers Cleaver**
- **Farmhand** loses the Hitchance Bonus with **Pitchforks** and **Hooked Blades**
- **Indebted** now randomly roll any one of the exclusive perk groups (except pauper and swordmaster). Their stat ranges are reverted to how they are in vanilla
- **Lumberjack** loses the Hitchance Bonus with **Woodcutter's Axe** and **Hatchet**
- **Miner** loses the Hitchance Bonus with **Pickaxe**
- **Oathtaker** now spawn with +1 Weapon Group (down from +2). **Oathtaker** (outside of the Oathtaker origin) no longer gain random oaths every 15 days
- **Pimp** now has 0 to minimum Melee Skill (up from -5) and +5 to maximum Melee Skill (up from -5)
- **Shepherd** loses the Hitchance Bonus with **Slings**
- **Swordmaster** no longer has **Sword Mastery** unlocked by default
- **Thiefs** can now roll a maximum Ranged Defense of 10 (down from 13)

### Traits

- **Pit Fighter** now grants +1 Resolve during Arena Fights for each Arena Fight you have won so far
- **Arena Fighter** no longer grants +5 Resolve. On top of the bonuses from the previous rank, it now also grants 50% more chance to survive, if struck down while fighting in the Arena.
- **Arena Veteran** no longer grants +10 Resolve or 50% more chance to survive, if struck down. On top of the bonuses from the previous rank, you now also gain +15 global Resolve while you have the most Arena Wins out of all of your brothers
- **Ailing** now also makes temporary injuries you receive during combat last 50% longer
- **Brute Trait** now grants 15% more damage instead of 15% more hitpoint damage. It is no longer negated by **Steelbrow** or enemies who are immune to critical damage
- **Huge** no longer increases the Reach by 1
- **Impatient** trait is completely reworked. Using Wait now delays your turn by 6 turns, instead of until the end of the current round
- **Irrational** will no longer appear on recruits
- **Night Blind** now causes -2 Vision during night (down from -1)
- **Night Owl** now grants +2 Vision during night (up from +1)
- **Lucky** no longer grants a chance to reroll incoming attacks. It now provides a 5% chance to avoid damage from any source
- **Tiny** no longer reduces the Reach by 1
- **Weasel** now provides an additional 25 Melee Defense during that brothers turn while fleeing

### Injuries

- All temporary Injuries with an Injury Threshold of 25% now have an Injury Threshold of 20%
- Injuries now require 2 Medicine Supplies per day (up from 1)
- Injuries now have a 50% chance to improve each day when you have no remaining Medicine Supplies (up from 0%)
- **Collapsed Lung** no longer reduces the Stamina. Instead it now disables the use of **Recover**
- **Cut Leg Muscles** now inflict 30% less Melee Skill and Initiative (down from 40% less)
- **Crushed Windpipe** no longer reduces the Stamina. Instead it now disables the use of **Recover**
- **Dislocated Jaw** now causes you to have 30% less Resolve during your turn, instead of only while using Non-Attacks
- **Dislocated Shoulder** no longer reduces the maximum available Action Points by 3. Instead it now increases the Action Point cost of all skills by 3
- **Pierced Lung** now reduces Stamina by 30% (down from 60%) and disables the use of **Recover**
- **Grazed Neck**, **Cut Artery** and **Cut Throat** are no longer removed, when bandaged
- **Grazed Neck**, **Cut Artery** and **Cut Throat** no longer deals damage over time
- **Grazed Neck** now applies 1 stack of bleed when inflicted
- **Cut Artery** now applies 3 stack of bleed when inflicted
- **Cut Throat** now applies 6 stack of bleed when inflicted

### Misc

- **Bandage Ally**, **Use Antidote**, **Goblin Whip**, **Serpent Hook**, **Shoot Bolt**, **Shoot Stake** and **Retreat** can now be used while inside a Smoke**
- **Bandage Ally** and **Use Antidote** can now target allies that are inside **Smoke**
- Add new **Battle Song** skill while holding a **Lute** for applying a temporary Resolve buff to nearby allies
- All Weapon Attacks that deal neither 0% nor 100% Armor Penetration will now inherit the Armor Penetration value of the weapon they come from
- Add sound effect for **Cheap Trick**, **Hold Steady**, **Onslaught** and **Take Aim** skills
- Knockback of all skills is reworked and standardized. It still always knocks someone back in a straight line, if user and target are on the same axis and there is space behind the target. In all other cases the destination is now random, instead of fixed/clock-wise
- Add NPC-Only perk **Forestbond**. It recovers 3% Hitpoints per adjacent tree obstacle at the start of each turn
- Add NPC-Only perk **Ethereal**. It grants +10 Melee Defense and +10 Ranged Defense against Attacks for each tile between the Attacker and you

## Items

### Weapons

- **Ancient Bladed Pike** now deals 55-75 Damage (down from 55-80), 130% Armor Damage (up from 125%), has 42 Condition (up from 30) and costs 800 Crowns (up from 600). They gain the **Spear** Weapontype
- **Ancient Spear** now deals 30-40 damage (up from 20-35), has 10 Weight (up from 6) and costs 750 Crowns (up from 150)
- **Ancient Sword** loses **Stab** and gains **Deathblow** (costing 5 Action Points and 15 Fatigue)
- **Barrowkin Axe** now deals 35-50 Damage (up from 30-45), 130% Armor Damage (up from 120%), 30% Armor Penetration (down from 35%), 16 Shielddamage (up from 14), has 4 Reach (up from 3), 80 Condition (up from 76) and costs 2300 Crowns (up from 800)
- **Barrowkin Battle Axe** now deals 60-80 Damage (up from 45-65), 140% Armor Damage (up from 135%), 40% Armor Penetration (down from 45%), +0% Headshot Chance (down from +5%), 12 Weight (down from 14), 32 Shielddamge (down from 24), 64 Condition (down from 72), 6 Reach (up from 5) and costs 1700 Crowns (up from 1650). It no longer has any discount on its weapon skills, loses **Chop** and gains **Roundswing**
- **Barrowkin Cleaver** now deals 45-55 Damage (up from 30-45), 85% Armor Damage (up from 80%), 25% Armor Penetration (down from 30%), 4 Reach (up from 3), 12 Weight (up from 10), 80 Condition (up from 60) and costs 1900 Crowns (up from 650)
- **Barrowkin Greataxe** now deals 80-100 Damage (up from 80-95), 40% Armor Penetration (down from 45%), 32 Shielddamage (down from 40), 80 Condition (down from 88), 6 Reach (up from 5) and costs 2800 Crowns (Up from 2000)
- **Ancestral Sword** now deals 42-47 Damage (up from 40-45), 85% Armor Damage (up from 80%), 8 Weigh (up rom 6), 72 Condition (up from 52) and costs 3000 Crowns (up from 1000)
- **Barrowkin Voulge** now deals 60-85 Damage (up from 55-70), 30% Armor Penetration (down from 35%), +5% Headshot Chance (down from +10%), 7 Reach (up from 6), 64 Condition (up from 60) and costs 1600 Crowns (down from 2000)
- **Named Barrowkin 2H Axe** is now fully based on the **Barrowkin Greataxe** instead of a **Bardiche**
- **Named Barrowkin 2H Sword** is now based on a **Warbrand**. Additionally it gains **Split**, deals 60-80 Damage (up from 55-75) and has 14 Weight (up from 12)
- **Battle Axe** now deals 60-80 Damage (up from 50-70), 32 Shield Damage (up from 26), has 10 Weight (down from 14), 140% Armor Damage (up from 125%), 0% Headshot Chance (down from 5%) and costs 1200 Crowns (down from 1950). It now has the skills **Split Man**, **Round Swing** and **Split Shield**. Named **Battle Axes** will no longer appear
- **Berserk Chain** now has 40% Armor Penetration (up from 30%), 4 Reach (down from 5) and deals 65-100 Damage (down from 60-110)
- **Boondock Bow** now deals 30-45 Damage (up from 25-40), has 50% Armor Damage (down from 55%) and 40% Armor Penetration (up from 30%)
- **Cruel Falchion** are now a Sword/Dagger hybrid. They now also grant **Stab**
- **Crossbow** now has 60% Armor Penetration (up from 50%), 50% Armor Damage (down from 70%) and costs 900 Crowns (up from 750)
- **Composite Bow** now costs 800 Crowns (up from 400)
- **Cudgel** now deals 45-65 damage (up from 30-50), has 120% Armor Damage (up from 90%), has 4 Reach (up from 3), costs 600 Crowns (up from 300). **Bash** now costs 5 AP (up from 4). It loses **Knock Out** and gains **Strike Down**
- **Dagger** now deals 20-30 Damage (from 15-35)
- **Estoc** now has 6 Reach (up from 5)
- **Goblin Skewer** are now a Spear/Dagger hybrid. **Thrust** is replaced with **Stab**. **Riposte** is removed
- **Goedendag** no longer grants **Cudgel** skill. It loses **Knock Out** and gains **Strike Down**
- **Fighting Axe** now costs 2300 crowns (down from 2800)
- **Firelance** now also has the **Firearm** weapontype
- **Flail** now deals 30-55 damage (up from 25-55) and has 3 Reach (down from 4)
- **Gnarly Staff** now has 8 Weight (up from 4)
- **Goblin Pike** now 6 Reach of (down from 7) and gains the **Spear** Weapontype
- **Greatsword** loses **Split Shield**. It now costs 2000 Crowns (down from 2400)
- **Halberd** loses the **Polearm** weapon type, has 6 Reach (down from 7), 14 Weight (down from 16) and costs 1600 Crowns (down from 2500). It now has the skills **Strike** (same skill as **Long Axe**) and **Demolish Armor**
- **Head Chopper** now has 4 Reach (up from 3)
- **Head Splitter** now has 4 Reach (up from 3) and deals 20 Shield Damage (up from 16)
- **Heavy Crossbow** now has 60% Armor Penetration (up from 50%), 50% Armor Damage (down from 75%) and +2 Fatigue Cost for its weapon skills
- **Hooked Blade** now deals 40-60 Damage (down from 40-70) and costs 550 Crowns (down from 700)
- **Hunting Bow** now has 50% Armor Damage (down from 55%) and costs 800 Crowns (up from 400)
- **Knife** now deals 15-20 Damage (down from 15-25)
- **Light Crossbow** now has 60% Armor Penetration (up from 50%), 50% Armor Damage (down from 60%) and costs 400 Crowns (up from 300)
- **Longsword** now deals 45-55 damage (down from 65-85) has Armor Penetration of 30% (up from 25%), 75% Armor Damage (down from 100%), +0% Headshot Chance (down from +5%), 6 Reach (up from 5) and costs 1200 Crowns (down from 2400). It loses **Overhead Strike** and gains **Swing**. Its skills no longer have any discount. It can no longer appear as a named weapon
- **Lute** now has 6 Condition (up from 2) and 50% Armor Damage (up from 10%). It gains the **Mace** Weapontype. It loses **Knock Out** and gains **Strike Down**
- **Military Cleaver** now has 3 Reach (down from 4)
- **Military Pick** now has 10 Weight (up from 8)
- **Pickaxe** now has 12 Weight (up from 10)
- **Pike** gains the **Spear** Weapontype
- **Player Banner** now causes -5 to Ranged Defense and it grants **Repel**
- **Poleaxe** and its named versions can no longer be bought or found
- **Poleflail** now has 5 Reach (down from 6) and costs 1600 Crowns (up from 1400). Its skills **Flail** and **Lash** now cost 6 Action Points (up from 5)
- **Reinforced Boondock Bow** now deals 40-55 Damage (up from 30-50), has 50% Armor Damage (down from 60%) and 40% Armor Penetration (up from 35%)
- **Reinforced Wooden Poleflail** now has 5 Reach (down from 6). Its skills **Flail** and **Lash** now cost 6 Action Points (up from 5)
- **Rondel Dagger** now deals 25-35 Damage (from 20-40) and costs 500 Crowns
- **Rusty Warblade** loses **Decapitate** and gains **Split**
- **Short Bow** now deals 35-50 damage (up from 30-50), has a Range of 6 (down from 7) and costs 300 Crowns (up from 200)
- **Spetum** now has 7 Reach (up from 6), 12 Weight (down from 14) and costs 900 Crowns (down from 1050). The named variant now costs 2800 Crowns (down from 3500)
- **Spiked Impaler** now has 80% Armor Damage (up from 75%) now has +2 Fatigue Cost for its weapon skills
- **Swordstaff** now has 12 Weight (up from 10)
- **Thorned Whip** now deals 20-35 Damage (up from 15-25), has 10 Weight (up from 6), has a Condition of 25 (down from 40) and costs 600 Crowns (up from 400)
- **Three-Headed Flail** now attacks 2 times per skill use (down from 3) and deals 50% weapon damage per attack (up from 33%). It now has 3 Reach (down from 4) and deals 30-60 Damage (down from 30-75)
- **Throwing Spears** no longer inflict any fatigue when hitting a shield. They now have 4 Weight (down from 6) and costs 60 Crowns (down from 80)
- **Tree Limb** now deals 40-60 damage (up from 25-40), deals 90% Armor Damage (up from 75%), has 4 Reach (up from 3), 18 Weight (down from 20), costs 450 Crowns (up from 150). **Bash** now costs 5 AP (up from 4). It loses **Knock Out** and gains **Strike Down**
- **Two-handed Flail** now has 40% Armor Penetration (up from 30%), 4 Reach (down from 5), deals 55-90 Damage (down from 60-95) and costs 1800 Crowns (up from 1400)
- **Two-handed Wooden Hammer** now deals 40-60 Damage (down from 40-70) and 200% Armor Damage (up from 150%)
- **Two-handed Wooden Flail** now has 40% Armor Penetration (up from 30%), 4 Reach (down from 5), deals 35-65 Damage (instead of 40-60) and costs 600 Crowns (up from 500). It no longer has any discount on its weapon skills
- **Two-handed Wooden Hammer** now deals 40-60 Damage (down from 40-70), 200% Armor Damage (up from 150%) and costs 600 Crowns (up from 500)
- **War Bow** now has 50% Armor Damage (down from 60%), 8 Weight (up from 6) and +2 Fatigue Cost for its weapon skills
- **Warbrand** now deals 65-75 damage (up from 50-75), has a Armor Penetration of 30% (up from 20%), 12 Weight (up from 10), +0% Headshot Chance (down from +5%) and costs 2600 Crowns (up from 1600). It loses **Split** and gains **Riposte**. Its skills no longer have a custom cost. The **Named Warbrand** no longer has any custom damage bonus
- **Warhammer** now has 12 Weight (up from 8)
- **Warfork** now has 14 Weight (up from 12) and costs 400 Crowns (down from 600)
- **Warscythe** now deals 55-75 Damage (down from 55-80), 120% Armor Damage (up from 105%) and costs 1000 Crowns (up from 700)
- **Wonky Bow** now deals 30-45 damage (down from 30-50) a Range of 6 (down from 7), 0% Hitchance bonus (up from -10%) and costs 150 Crowns (up from 100)
- **Woodcutters Axe** now deals 40-65 damage (from 35-70) and no longer has any discount on its weapon skills
- **Zweihander** loses **Split Shield**. It now has 6 Reach (down from 7) and +10% Headshot Chance (up from +5%)

### Armor Condition/Weight/Value changes

Side-by-side comparison between Old and New: https://github.com/Darxo/Hardened/wiki/Vanilla-Hardened-Armor-Changes

**Vanilla:**
- **Adorned Mail Shirt** now has 150 Condition (up from 130), 16 Weight (up from 11) and costs 1050 Crowns (up from 800)
- **Animal Hide Armor** now has 50 Condition (up from 45) and 8 Weight (up from 0)
- **Apron** now has 50 Condition (up from 25), 9 Weight (up from 0) and costs 70 Crowns (up from 55)
- **Assassins Robe** now has 80 Condition (down from 120) and 4 Weight (down from 9)
- **Basic Mail Shirt** now has 130 Condition (up from 115), 15 Weight (up from 11) and costs 600 Crowns (up from 450)
- **Blotched Gambeson** now has 10 Weight (up from 8) and costs 130 Crowns (down from 160)
- **Butcher's Apron** now has 50 Condition (up from 25), 9 Weight (up from 0) and costs 70 Crowns (up from 55)
- **Cloth Sash** now has 3 Weight (up from 0)
- **Cultist Leather Robe** now has 90 Condition (down from 88), 10 Weight (up from 9) and costs 300 Crowns (up from 240)
- **Dark Rugged Surcoat** now has 7 Weight (up from 4) and costs 120 Crowns (up from 100)
- **Dark Thick Tunic** now has 40 Condition (up from 35), 5 Weight (up from 2) and costs 80 Crowns (up from 75)
- **Gambeson** now has 70 Condition (up from 65) and 9 Weight (up from 6)
- **Heavy Iron Armor** now costs 1000 Crowns (up from 700)
- **Hide and Bone Armor** now has 100 Condition (up from 95), 15 Weight (up from 10) and costs 250 Crowns (up from 220)
- **Leather Lamellar Armor** now has 90 Condition (down from 95), 11 Weight (up from 10) and costs 250 Crowns (down from 300)
- **Leather Nomad Robe** now has 70 Condition (up from 65), 8 Weight (up from 7) and costs 150 Crowns (up from 140)
- **Leather Scale Armor** now has 17 Weight (down from 16) and costs 650 Crowns (down from 800)
- **Leather Tunic** now has 5 Weight (up from 0) and costs 50 Crowns (down from 65)
- **Leather Wraps** now has 4 Weight (up from 0) and costs 30 Crowns (down from 40)
- **Light Scale Armor** now costs 1000 Crowns (down from 1300)
- **Linen Tunic** now has 3 Weight (up from 0)
- **Linothorax** now has 80 Condition (up from 75), 9 Weight (up from 7) and costs 200 Crowns (up from 180)
- **Mail Hauberk** now has 170 Condition (up from 150), 19 Weight (up from 18) and costs 1300 Crowns (up from 1000)
- **Mail Shirt** now has 150 Condition (up from 130), 18 Weight (up from 13) and costs 800 Crowns (up from 650)
- **Mail with Lamellar Plating** now has 170 Condition (up from 135), 17 Weight (up from 15) and costs 2500 Crowns (up from 750)
- **Monk's Robe** now has 30 Condition (up from 20), 5 Weight (up from 0) and costs 50 Crowns (up from 45)
- **Noble Tunic** now has 30 Condition (up from 20) and 2 Weight (up from 0)
- **Nomad Robe** now has 4 Weight (up from 2)
- **Occult Robes** now has 80 Condition (up from 75) and costs 300 Crowns (up from 190)
- **Padded Leather** now has 10 Weight (up from 8) and costs 180 Crowns (down from 200)
- **Padded Surcoat** now has 60 Condition (up from 50), 8 Weight (up from 4) and costs 100 Crowns (up from 90)
- **Padded Vest** now has 7 Weight (up from 5) and costs 120 Crowns (down from 140)
- **Patched Mail Shirt** now has 100 Condition (up from 90) and 15 Weight (up from 10)
- **Plated Nomad Mail** now has 110 Condition (up from 105), 13 Weight (up from 11) and costs 400 Crowns (up from 350)
- **Reinforced Animal Hide Armor** now has 70 Condition (up from 65) and 11 Weight (up from 7)
- **Reinforced Leather Armor** now has 90 Condition (down from 100), 10 Weight (up from 9) and costs 300 Crowns (down from 500)
- **Rugged Surcoat** now has 50 Condition (down from 55), 7 Weight (up from 6) and costs 90 Crowns (down from 100)
- **Sackcloth** now has 20 Condition (up from 10), 4 Weight (up from 0) and costs 30 Crowns (up from 20)
- **Scrap Metal Armor** now has 80 Condition (up from 75), 12 Weight (up from 8) and costs 150 Crowns (up from 130)
- **Southern Mail Shirt** now has 13 Weight (up from 11)
- **Stiched Nomad Armor** now has 9 Weight (up from 8)
- **Tattered Sackcloth** now has 10 Condition (up from 5) and 4 Weight (up from 0)
- **Thick Furs** now has 40 Condition (up from 30) and 7 Weight (up from 1)
- **Thick Nomad Robe** now has 6 Weight (up from 5)
- **Thick Tunic** now has 40 Condition (up from 35), 6 Weight (up from 3) and costs 70 Crowns (down from 75)
- **Undertaker's Apron** now has 40 Condition (up from 30), 5 Weight (up from 0) and costs 80 Crowns (up from 65)
- **Wanderer's Coat** now has 70 Condition (up from 65), 8 Weight (up from 5) and costs 150 Crowns (down from 180)
- **BasicMailShirt** now has 130 Condition (up from 115), 15 Weight (up from 12) and costs 600 Crowns (up from 450)
- **Wizard's Robe** now has 30 Condition (up from 20), 1 Weight (up from 0) and costs 150 Crowns (up from 60)
- **Worn Mail Shirt** now has 110 Condition (up from 105), 14 Weight (up from 12) and costs 350 Crowns (down from 400)

**Reforged:**
- **Breastplate** now has 230 Condition (up from 210), 25 Weight (up from 24) and costs 4200 Crowns (up from 3600)
- **Brigandine Armor** now has 150 Condition (down from 230), 14 Weight (down from 26) and costs 3000 Crowns (down from 4600)
- **Brigandine Harness** now has 180 Condition (down from 270), 18 Weight (down from 28) and costs 4000 Crowns (down from 6000)
- **Brigandine Shirt** now has 110 Condition (down from 190), 9 Weight (down from 21) and costs 2000 Crowns (down from 3000)
- **Reinforced Footman Armor** now costs 3500 Crowns (down from 4000)

### Helmet Condition/Weight/Vision/Value changes

Side-by-side comparison between Old and New: https://github.com/Darxo/Hardened/wiki/Hardened-Helmet-Changes

- **Kettle Hat**, **Flat Top Helmet**, **Nasal Helmet**, **Sallet Helmet**, **Scale Helmet**, **Skull Cap with Rondels** and **Skull Cap** no longer appear

**Vanilla:**
- **Adorned Closed Flat Top** now has 260 Condition (up from 250), 17 Weight (up from 15) and costs 2200 Crowns (up from 2000)
- **Adorned Full Helm** now has 20 Weight (up from 18) and costs 3500 Crowns (down from 3700)
- **Aketon Cap** now has 4 Weight (up from 1) and costs 80 Crowns (up from 70)
- **Ancient Honor Guard Helmet** now has 15 Weight (up from 13) and costs 900 Crowns (up from 1000)
- **Ancient Household Helmet** now has 100 Condition (up from 95) and 10 Weight (up from 8)
- **Ancient Legionary Helmet** now has 140 Condition (up from 130), 12 Weight (up from 10) and costs 400 Crowns (down from 600)
- **Assassin's Face Mask** now has 130 Condition (down from 140), 8 Weight (up from 6) and costs 500 Crowns (up from 1800)
- **Assassin's Head Wrap** now has 70 Condition (up from 40), 1 Weight (up from 0), -2 Vision (down from 0) and costs 900 Crowns (up from 60)
- **Barbute Helmet** now has 180 Condition (down from 190) and costs 2500 Crowns (down from 2600)
- **Bascinet with Mail** now has 230 Condition (up from 210), 16 Weight (up from 13) and -2 Vision (down from -1)
- **Bear Headpiece** now has 60 Condition (up from 50), 7 Weight (up from 3), -1 Vision (down from 0) and costs 80 Crowns (down from 100)
- **Beastmaster's Headpiece** now has -1 Vision (down from 0) and costs 500 Crowns (up from 350)
- **Blade Dancer's Head Wrap** now has 70 Condition (up from 60), -2 Vision (down from 0) and costs 900 Crowns (up from 150)
- **Closed Flat Top Helmet** now has 180 Condition (up from 170), 12 Weight (up from 10) and costs 1100 Crowns (up from 1000)
- **Closed Flat Top with Mail** now has 20 Weight (up from 19)
- **Closed Mail Coif** now has 100 Condition (down from 90), 6 Weight (up from 4), -1 Vision (down from 0) and costs 450 Crowns (up from 250)
- **Closed Scrap Metal Helmet** now has 200 Condition (up from 190) and 17 Weight (down from 18)
- **Closed and Padded Flat Top** now has 12 Weight (up from 11)
- **Conic Helmet with Faceguard** now has 280 Condition (down from 290) and 20 Weight (up from 19)
- **Conic Helmet with Closed Mail** now has 260 Condition (down from 265) and 17 Weight (down from 18)
- **Covered Decayed Closed Flat Top with Mail** will no longer appear in the game. Any versions of it will instead change to look like **Decayed Closed Flat Top with Mail**
- **Cowl of Divination** now has 100 Condition (up from 90)
- **Crude Metal Helmet** now has 130 Condition (down from 145) and costs 400 Crowns (down from 550)
- **Cultist Hood** now has 50 Condition (up from 30), 4 Weight (up from 0), -3 Vision (down from -1) and costs 50 Crowns (up from 20)
- **Cultist Leather Hood** now has 80 Condition (up from 60), 7 Weight (up from 3), -3 Vision (down from -2) and costs 90 Crowns (up from 140)
- **Dark Cowl** now has 30 Condition (down from 40), 3 Weight (up from 0), -1 Vision (down from 0) and costs 30 Crowns (up from 100)
- **Decayed Closed Flat Top with Mail** now has 220 Condition (down from 230), 18 Weight (down from 19) and costs 1200 Crowns (down from 1250)
- **Decayed Great Helm** is now called **Tarnished Full Helm**, has 250 Condition (down from 255), 23 Weight (up from 22) and costs 2500 Crowns (up from 2000)
- **Decorated Full Helm** now has 300 Condition (down from 320), 23 Weight (up from 21) and costs 5000 Crowns (up from 4000)
- **Desert Stalker's Head Wrap** now has 50 Condition (up from 45), 1 Weight (up from 0) and costs 900 Crowns (up from 120)
- **Duelist's Hat** now has 60 Condition (down from 70), 1 Weight (down from 3), -1 Vision (down from 0) and costs 900 Crowns (up from 200)
- **Engineer's Hat** now has 60 Condition (up from 30), 4 Weight (up from 0) and costs 500 Crowns (up from 50)
- **Feathered Hat** now has 40 Condition (up from 30), 5 Weight (up from 0) and costs 50 Crowns (down from 80)
- **Flat Top with Closed Mail** now has 260 Condition (down from 265) and costs 2500 Crowns (down from 2600)
- **Flat Top with Mail** now has 240 Condition (up from 230), 16 Weight (up from 15) and -2 Vision (down from -1)
- **Full Aketon Cap** now has 60 Condition (up from 50), 6 Weight (up from 2) and -1 Vision (down from 0)
- **Full Leather Cap** now has 60 Condition (up from 45), 6 Weight (up from 3), -1 Vision (down from 0) and costs 100 Crowns (down from 80)
- **Gladiator Helmet** now has 230 Condition (up from 225), -4 Vision (down from -3) and costs 2500 Crowns (up from 2200)
- **Gunner's Hat** now has 70 Condition (up from 30), 4 Weight (up from 0), -1 Vision (down from 0) and costs 500 Crowns (up from 50)
- **Headscarf** now has 2 Weight (up from 0) and costs 20 Crowns (down from 30)
- **Heavy Horned Plate Helmet** now grants +10 Threat and costs 2500 Crowns (up from 1300)
- **Heavy Lamellar Helmet** now has 260 Condition (up from 255) and 18 Weight (up from 17)
- **Heavy Mail Coif** now has 120 Condition (up from 110), 7 Weight (up from 5), -1 Vision (down from 0) and costs 600 Crowns (up from 375)
- **Hood** now has 3 Weight (up from 0), -1 Vision (down from 0) and costs 30 Crowns (down from 40)
- **Hunter's Hat** now has 2 Weight (up from 0)
- **Jester's Hat** now has 40 Condition (up from 30), 6 Weight (up from 0), -1 Vision (down from 0) and costs 40 Crowns (down from 70)
- **Kettle Hat with Closed Mail** now has 18 Weight (up from 17)
- **Kettle Hat with Mail** now has 230 Condition (up from 215), 16 Weight (up from 14), -1 Vision (up from -2) and costs 1700 Crowns (up from 1500)
- **Leather Facewrap** now has 2 Weight (up from 0), -2 Vision (up from -3) and costs 50 Crowns (up from 0)
- **Leather Head Wrap** now has 50 Condition (up from 40), 5 Weight (up from 2), -1 Vision (down from 0) and costs 80 Crowns (up from 60)
- **Leather Headband** now has 20 Condition (down from 30), 2 Weight (up from 0) and costs 20 Crowns (down from 30)
- **Leather Helmet** now has 100 Condition (down from 105), 7 Weight (up from 6) and costs 200 Crowns (down from 320)
- **Mail Coif** now has 6 Weight (up from 4) and costs 350 Crowns (up from 200)
- **Masked Kettle Helmet** now has 140 Condition (up from 120), 8 Weight (up from 6), -3 Vision (down from -2) and costs 500 Crowns (down from 550)
- **Mouth Piece** now has 20 Condition (up from 10), 2 Weight (up from 0) and costs 20 Crowns (up from 15)
- **Nasal Helmet With Rusty Mail** now has 130 Condition (down from 140), 10 Weight (down from 9) and costs 400 Crowns (down from 600)
- **Nasal Helmet with Closed Mail** now has 250 Condition (up from 240), 18 Weight (up from 16) and costs 2200 Crowns (up from 2000)
- **Nasal Helmet with Mail** now has 14 Weight (up from 12)
- **Nomad Head Wrap** now has 3 Weight (up from 0), -1 Vision (down from 0) and costs 30 Crowns (down from 40)
- **Nomad Leather Cap** now has 60 Condition (up from 50), 6 Weight (up from 2), -1 Vision (down from 0) and costs 100 Crowns (down from 110)
- **Nomad Light Helmet** now has 60 Condition (down from 70), 5 Weight (up from 3), -1 Vision (down from 0) and costs 120 Crowns (down from 140)
- **Nomad Reinforced Helmet** now has 130 Condition (up from 125) and costs 500 Crowns (up from 450)
- **Nordic Helmet** now has 170 Condition (up from 125), 8 Weight (up from 7), -3 Vision (down from -1) and costs 1500 Crowns (down from 500)
- **Nordic Helmet with Closed Mail** now has 260 Condition (down from 265), 17 Weight (down from 18) and -3 Vision (down from -2)
- **Open Leather Cap** now has 50 Condition (up from 40), 5 Weight (up from 2), -1 Vision (down from 0) and costs 80 Crowns (up from 60)
- **Padded Dented Nasal Helmet** now has 120 Condition (up from 110) and -2 Vision (down from -1)
- **Padded Flat Top Helmet** now has 160 Condition (up from 150), 10 Weight (down from 9) and -2 Vision (down from -1)
- **Padded Kettle hat** now has 130 Condition (down from 140) and costs 500 Crowns (down from 650)
- **Padded Nasal Helmet** now has 120 Condition (down from 130), -2 Vision (down from -1) and costs 350 Crowns (down from 550)
- **Physician's Mask** now has 5 Weight (up from 3), -3 Vision (down from -1) and costs 150 Crowns (down from 170)
- **Reinforced Mail Coif** now has 120 Condition (up from 100), 6 Weight (up from 5), -2 Vision (down from -1) and costs 600 Crowns (up from 300)
- **Rusty Mail Coif** now has 8 Weight (up from 4) and costs 200 Crowns (up from 150)
- **Occult Eye Mask** now has 20 Condition (up from 10) and costs 200 Crowns (up from 0)
- **Open Faced Sallet Helmet** now has 7 Weight (up from 5) and costs 2000 Crowns (up from 1200)
- **Southern Head Wrap** now has 3 Weight (up from 0), -1 Vision (down from 0) and costs 30 Crowns (down from 50)
- **Southern Helmet with Coif** now has 180 Condition (down from 200) and -1 Vision (up from -2)
- **Spiked Skull Cap with Mail** now has 130 Condition (up from 125) and 8 Weight (up from 7)
- **Steppe Helmet with Mail** now has 14 Weight (up from 12) and -2 Vision (down from -1)
- **Straw Hat** now has 3 Weight (up from 0), -1 Vision (down from 0) and costs 30 Crowns (down from 60)
- **Temple of Knowledge** now has 3 Weight (up from 0), -1 Vision (down from 0) and costs 200 Crowns (up from 0). It grants +5 Resolve when worn
- **Turban Helmet** now has 280 Condition (down from 290) and costs 3000 Crowns (down from 3200)
- **Undertaker's Hat** now has 50 Condition (up from 40), 3 Weight (up from 0) and -1 Vision (down from 0)
- **Witchhunter's Hat** now has 50 Condition (up from 40), 3 Weight (up from 0), -1 Vision (down from 0) and costs 120 Crowns (up from 100)
- **Wizard's Hat** now has 50 Condition (up from 30), 2 Weight (up from 0), -1 Vision (down from 0) and costs 300 Crowns (up from 30)
- **Wrapped Southern Helmet** now has 100 Condition (down from 105), 6 Weight (up from 5) and costs 450 Crowns (up from 350)
- **Zweihander's Helmet** now has 8 Weight (up from 7), -1 Vision (down from 0) and costs 1500 Crowns (up from 850)

**Reforged:**
- **Closed Bascinet with Mail** now has 230 Condition (down from 260), 14 Weight (down from 17), -2 Vision (down from -3) and costs 2500 Crowns (up from 2400)
- **Conical Billed Helmet** now has 140 Condition (down from 220), 6 Weight (up from 12) and costs 2000 Crowns (down from 2500)
- **Duelist's Helmet** now has 8 Weight (up from 7) and costs 1500 Crowns (down from 2000)
- **Great Helm** now has 370 Condition (up from 360), 27 Weight (up from 26) and costs 5200 Crowns (up from 4500)
- **Half Closed Sallet** now has -3 Vision (up from -2) and costs 3000 Crowns (up from 2400)
- **Half Closed Sallet with Bevor** now has 330 Condition (up from 315), 23 Weight (up from 20) and costs 4800 Crowns (down from 5000)
- **Half Closed Sallet with Mail** now has 280 Condition (down from 290), 16 Weight (down from 18), -3 Vision (up from -2) and costs 4500 Crowns (up from 4000)
- **Hounskull Bascinet with Mail** now has 350 Condition (up from 340), 25 Weight (up from 22) and costs 5000 Crowns (down from 6000)
- **Padded Conical Billed Helmet** now has 140 Condition (down from 245), 6 Weight (up from 14) and costs 2000 Crowns (down from 2900)
- **Padded Sallet Helmet** now has 150 Condition (down from 180), 8 Weight (down from 9) and costs 1250 Crowns (down from 2000)
- **Padded Scale Helmet** now has 110 Condition (down from 115) and costs 350 Crowns (down from 375)
- **Padded Skull Cap** now has 8 Weight (up from 7) and costs 800 Crowns (up from 1200)
- **Padded Skull Cap with Rondels** now has 150 Condition (down from 160) and costs 1250 Crowns (down from 1500)
- **Sallet Helmet with Bevor** now has 270 Condition (down from 275), 16 Weight (down from 17) and costs 4500 Crowns (up from 3500)
- **Sallet Helmet with Mail** now has 180 Condition (down from 240), 11 Weight (down from 14), -1 Vision (down from -2) and costs 2000 Crowns (down from 2500)
- **Skull Cap with Mail** now has 190 Condition (down from 210), 14 Weight (up from 12), -1 Vision (down from -2) and costs 1250 Crowns (down from 2000)
- **Snubnose Bascinet with Mail** now has 350 Condition (up from 330), 25 Weight (up from 21) and costs 5000 Crowns (down from 5500)
- **Visored Bascinet** now has 350 Condition (up from 300), 25 Weight (up from 19) and costs 5000 Crowns (up from 4500)

### Other Item Changes

- Prevent any drug use from incrementing `PotionUsed` (relevant for addict related events) if you have not used any other drug in the last 24 hours
- Items with Condition now have 50% of their value at 0 Condition (up from 0% value), which increases linearly to 100% value as the item gains condition
- Loot from beasts (like webbed valueables, ancient amber, etc.) are no longer affected by situations like **Collector**
- Food now only loses value once half of its shelf life is over
- **Adarga** is now called **Adarga Shield** (just like in Vanilla)
- **Antidote** now costs 100 Crowns (down from 150). Crafting it now costs 40 Crowns (down from 50) and 1 Jagged Fang (down from 2). It is now considered `IsMedical` causing it to be affected by medical-related settlement situations
- **Alp Trophy** now makes NPCs 50% less likely to target you with **Sleep** and **Nightmare**
- **Apothecary\'s Miracle** is now marked as `IsMedical`, causing it to be affected by medical-related settlement situations
- **Bandage** costs 40 Crowns (up from 25). It is now considered `IsMedical` causing it to be affected by medical-related settlement situations
- **Battle Axes** now appear ~twice as often in weapon smiths
- **Buckler** appear less common in big settlements
- **Broken Ritual Armor** now costs 5000 Crowns (up from 1000)
- **Cured Venison** now has a Stacksize of 30 (up from 25) and cost 115 Crowns (up from 95)
- **Decayed Reinforced Mail Hauberk** no longer appears with the Variant 50, which is a skin that looks too similar to **Worn Mail Shirt**
- **Decorated Full Helm** now grants +10 Resolve
- **Dried Lamb** now has a Stacksize of 30 (up from 25) and cost 125 Crowns (up from 105)
- **Fangshire** will no longer spawn at the start of the game
- **Feral Shield** now costs 400 Crowns (up from 50)
- **Fermented Unhold Heart** now has an expiry date of 40 days (up from 20) and has 50 Servings (up from 25)
- **Geist Tear** now costs 800 Crowns (up from 300)
- **Goblin Poison** now costs 300 Crowns (up from 100). It now only applies/uses-up by Weapon Attacks. It no longer has a Action Point discount when used during Round 1
- **Goblin Trophy** now also grant +5 Resolve
- **Heraldic Cape** attachement now has 20 Condition (up from 5), 0 Weight (down from 1), 2000 Value (up from 200) and grants 10 Resolve (up from 5)
- **Hexen Trophy** now makes NPCs 50% less likely to target you with **Charm** and **Hex**. It now grants +5 Resolve (down from +6)
- **Holy Water** now costs 300 Crowns (up from 100) and is now considered `IsMedical` causing it to be affected by medical-related settlement situations
- **Hyena Fur Mantle** now grants 10% more Initiative instead of +15 Initaitive
- **Kriegsmesser** now appear ~half as often in weapon smiths
- **Masterfully Cured Ration** now has a Stacksize of 50 (up from 25) and costs 300 Crowns (up from 150)
- **Nachzehrer Trophy** now makes NPCs 50% less likely to target you with **Ghoul Claw** and **Swallow Whole**. It now grants +5 Resolve (up from +4)
- Named Helmets now have a minumum possible weight of 3 (down from 4)
- Named Shields can now roll Weight between 60%-80% (down from 70%-90%)
- The Named **Wolf Helmet** now has 120 Condition (down from 140), 6 Weight (down from 8) and -1 Vision (down from 0) and costs 3000 Crowns (up from 2000)
- The Named **Norse Helmet** now has 170 Condition (up from 125), 8 Weight (up from 6) and -3 Vision (down from -1) and costs 3000 Crowns (up from 2000)
- Named **Wolf Helmets** and **Norse Helmets** are now twice as likely to appear as rewards or in shops
- **Orc Trophy** now also grant +5 Resolve
- **Phantom Draught** no longer grants +5 Melee Defense or +10 Ranged Defense. It now grants the **Ethereal** perk
- **Poisoned Oil** now costs 200 Crowns (up from 150)
- **Powder Bag** now costs 2 **Ammunition Supply** each (up from 1) and costs 150 Crowns (up from 50)
- **Reinforced Throwing Net** now has 8 Weight (up from 2)
- **Sergeant's Sash** now only provides the +10 Resolve if its user has the perk **Rally the Troops**
- **Sipar** is now called **Sipar Shield** (just like in Vanilla)
- **Spider Poison** now costs 300 Crowns (up from 150). It now only applies/uses-up by Weapon Attacks. It no longer has a Action Point discount when used during Round 1. It now deals 15 Damage per turn (up from 10)
- **Smoked Ham** now has a Stacksize of 30 (up from 25) and cost 115 Crowns (up from 95)
- **Strange Meat** now has a Stacksize of 20 (down from 25) and costs 35 Crowns (down from 50)
- **Strange Mushrooms** now cost 200 Crowns (up from 100)
- **Smoke Bomb** costs 400 Crowns (up from 275). Smoke now lasts 2 Rounds (up from 1)
- **Tarnished Full Helm** now grants +10 Threat (similar to Direwolf Pelt). It now only appears in the Full Helm looking variants
- **Throwing Net** now has 4 Weight (up from 2)
- **Tools and Supplies** are now marked as `IsBuildingSupply`, causing them to be affected by building-supply-related settlement situations
- **Undead Trophy** now also grant +5 Resolve
- **Unhold Fur Cloak** now grants 15 Condition (up from 10)
- **Wardogs** now cost 250 Crowns (up from 200) and the variant with dog armor costs 450 Crowns (up from 400). In Marketplaces, **Wardogs** now have 95 rarity (up from 70) and **Armored Wardogs** now have 99 rarity (up from 80)
- **Warhounds** now cost 400 Crowns (up from 300) and the variant with dog armor costs 600 Crowns (up from 500). In Marketplaces, **Warhounds** now have 95 rarity (up from 70) and **Armored Warhounds** now have 99 rarity (up from 80)
- **Wooden Shields** now cost 160 Crowns (up from 100) and appear less common in marketplaces
- **Worn Mail Shirt** can now appear in the Variant 50, which is a skin that previously was used by **Decayed Reinforced Mail Hauberk**
- Ammo now has weight. All **Quivers** and **Powder Bags** weigh 0 when empty. When full, regular ones weigh 2, **Large Quivers** weigh 5, and **Large Powder Bags** weigh 4.
- The value of almost all other non-named shields is increased by 50%-100%

## Retinue/Follower

- **Agent Follower** no longer reveals Contracts or Situations in all Settlements. She now makes Tavern Rumors more useful, grants +1 Maximum Contracts in Settlements and makes Civilian Contracts refresh 1 day sooner
- **Alchemist** now costs 3500 Crowns (up from 2500)
- **Blacksmith** now costs 3500 Crowns (up from 3000). He no longer requires you to repair 5 items in a town. Instead he now requires you to use 5 paint or attachements. he grants 50% more Repair Speed (up from 20% more). He no longer grants a tool consumption discount. He now grants +50 storage space for Tools.
- **Bounty Hunter** now costs 2500 Crowns (down from 4000). He now grants +5% for enemies to become champions (up from +3%). He no longer grants Crowns when you kill champions
- **Brigand** no longer reveals Caravans on the world map. Instead you travel 20% faster while following a visible enemy on the world map
- **Drill Sergeant** now provides 2% Experience per level below 11 (down from 4%), just like in Vanilla. He now requires a brother with a permanent injury to be dismissed, just like in Vanilla
- **Lookout** no longer grants 25% more vision at all times. She now always provides a scouting report for enemies near you, just like "Band of Poachers" origin
- **Minstrel Follower** now costs 500 Crowns (down from 2000) and no longer makes Tavern Rumors more useful. He now requires you to visit 15 Settlements to unlock (instead of all of them)
- **Negotiator** now costs 2500 Crowns (down from 3000) and is completely reworked. He now doubles the additional pay you gain from successfully negotiating additional pay. He also grants 100% faster decay of negative Relation and 15% slower decay of friendly Relation
- **Paymaster Retinue** no longer requires you to have 16 Brothers in order to unlock. He now requires you to have a day expense of at least 500 crowns. He now reduces your Wage by 25% (up from 15%)
- **Quartermaster** now costs 1500 Crowns (down from 3000), requires 2 Caravan Cart Upgrades to unlock and grants 100 Storage for Tools and Medicine (up from 50)
- **Scout** no longer grants 15% more movement speed. He now grants 20% more movement speed while in Forests and Swamp. He also grants 25% Vision while on hills or mountains
- **Surgeon** now also counts Injuries treated by Bandages for its Requirement. He no longer lowers the duration of injuries on your brothers and now costs 3000 Crowns (down from 3500)
- **Trader** now costs 2500 Crowns (down from 3500). He now also makes Trading Goods 100% more common in shop
- The first **Cart Upgrade** now grants 18 Inventory Slots (down from 27)
- The last **Cart Upgrade** now grants 36 Inventory Slots (up from 27)

## Enemies

- [Completely rework the costs, stats, perks, weapons and armor of almost all NPCs](https://docs.google.com/spreadsheets/d/1fOc6TcgiVm9P_iOyVoqwYNoXETsnuc9I_4YbblBHV18/edit?gid=1891685024#gid=1891685024) with the goal of
- redesigning them with all the Hardened perk changes in mind
- directly linking their resource cost to their estimated power; even cross-faction
- making them more distinct and identifiable on the battlefield

### General Changes

- Introduce a new **Headless** effect. It redirects any attack to hit the body, reduces all other damage targeting the head to 0 (e.g. secondary attack from Split Man), grants immunity to **Distracted**, **Sleep**, **Insect Swarm** and sets the headarmor to 0
- This effect is given to **Ifrits**, **Spider Eggs**, **Headless Zombies**, **Saplings**, **Lindwurm Tails** and **Kraken Tentacles**
- **Wiederganger**, which receive this effect, lose **Bite** and gain **Zombie Punch** (which is mostly the same, except without bonus headshot chance)
- Introduce new **Cursed** effect. It allows the character to resurrect even after receiving a fatality. It is given to **Fallen Heroes**
- Introduce new **Bite Reach** effect, which reduces headshot chance by 10%
- This effect is given to all **Dogs**, **Wolfs** and **Hyenas**
- Weapons in the bags of NPCs will now have randomized Condition, similar to their equipped weapons
- Noble Armies with a Banner are no longer under the effect of **For the Realm**
- The following units now have a 50% chance to spawn with 80% condition on their armor: All Brigands (except Leader and Baron), Barbarians (except Madman), Peasants, Caravan Hands and Caravan Guards

### Specific Changes

**Undead**
- All **Wiederganger** types take 50% more burning damage to hitpoints. They no longer grant experience after being resurected. They lose **Double Grip** and no longer inflict +5 Fatigue on a hit. They now have a 100% resurrection chance (up from 66%) and resurrect in 1-3 turns (up from 1-2)
- **Armored Wiederganger**, **Fallen Soldiers** and **Fallen Heroes** now have 3 possible damage states at the start of combat (up from 2)
- All **Zombie Orcs** now have a 100% resurrection chance (up from 66%-90%)
- Reanimated Humans how have 120 Hitpoints (down from 130) and 200 Stamina (up from 100)
- All **Skeletons** no longer grant experience after being resurected
- **Barrowkin Racial** no longer grants 10% less Melee Damage taken per Attacker Morale State below Steady
- **Ghost Racial** no longer grants +10 Melee Defend and +10 Ranged Defense per tile between the attacker and you. It now grants the **Ethereal** perk
- **Skeleton Racial** now explicitely causes 100% less **Fatigue** build-up
- **Flesh Golems** take 50% more burning damage to hitpoints
- **Necromancer** lose 20 natural body armor. **Raise Undead** and **Possess Undead** now cost 15 Fatigue (up from 10)
- **Necrosavants** now require the target to have red blood in order to leech life from them, instead of being able to leech life from anyone. They lose immunity against poison
- **Phylacteries** (Sunken Library Fight) now remain visible after you discovered them once
- **The Conqueror** now has **Savage Strength**. This has no gameplay impact and is only meant to visualize that he is immune to **Disarm**
- **Ancient Palatini** with polearms can now appear as Champions
- **Fallen Knights** are now called **Fallen Soldiers** and can no longer resurrect, if decapitated
- Champion **Fallen Heroes** now always spawn with full armor condition

**Greenskins:**
- Add **Goblin Fighter** (higher tier version of **Goblin Skirmisher**)
- Add **Goblin Stalker** (higher tier version of **Goblin Ambusher**)
- **Goblin Racial** now grants 50% increased defenses from equipped shield and allows them to use **Shieldwall** with any shield

**Humans:**
- **Mercenaries** now use Shields that are colored in their respective Banner colors
- **Fast Brigands** now spawn in the Backline
- **Master Archers** are now 50% more attractive (up from 10% more)
- **Brigand Killer** and **Brigand Marauder** can now appear as Champions

**Barbarian**
- **Barbarian Madman** loses **Executioner**, **Menacing**, **Feral Rage**, **Battle Forged** and **Resilient**. He gains **Fast Adaption**, **Survival Instinct** and **Cleaver Mastery**. He now has 0 Melee Defense (down from 10) and 0 Ranged Defense (down from 10). He now has 320 Body Armor (up from 300) and 310 Head Armor (up from 300)

**Beasts:**
- **Donkeys** now grant 0 XP (down from 50 XP). They can now be rooted, injured, bled and poisoned. Since they are non-combatants this is mostly a cosmetic change
- **Direwolf Bite** costs 10 Fatigue (up from 6)
- **Hyena Bite** costs 10 Fatigue (up from 6)
- All **Ifrits** can now free themselves from nets and roots. They take no Burning Damage (up from 90% less), full damage from blunt ranged attacks (down from 66% less) and 50% less damage from Piercing Damage (down from 50% less against melee and 66% less against ranged). The damage reduction on Ifrits now also affects the armor damage they receive
- Enraged **Kraken Tentacles** no longer use **Ensnare**
- **Lindwurms Head** and **Tail** no longer share hitpoints and effects but killing the Tail will no longer kill the Head
- The **Lindwurm Tail** still inherits most of the stats from the head but has 50% less Hitpoints and Resolve and 50% more Melee Defense
- The **Lindwurm Tail** can now be stunned and netted but those effects are removed whenever the Head moves away
- **Nachzehrer** lose immunity to poison
- The **Unhold Racial** effect now causes Debuffs on Unholds to last -1 Turns
- **Schrats** gain the new perk **Forestbond**, which recovers 3% Hitpoints per adjacent tree obstacle at the start of each turn
- **Unholds** now have a 1% chance to spawn with a smile (down from 5%)

**Brigands:**
- Tough Brigan