The primary purpose of this guide is to help players understand the less well explained aspects of Wartales and provide other data that isn't easily accessible elsewhere. This game can entirely be beaten without min-maxing, so here are the puzzle pieces to build what's most fun for you.
For clarity some tool-tips may be changed from how they appear in game.
Engagement: Engagement is the state two units enter when in singles combat. There will be an arrow at the base of each unit indicating their facing direction. Attacks made from the side have Critical Hit chance increased by 10%. Attacks made behind (opposite their facing direction) will ignore 50% of the unit's Guard and have Critical Hit chance increased by 20%. An engaged unit with two adjacent allies who are not engaged will gain the Supported status (20% Reduced Damage Taken). An engaged unit with two adjacent hostile units who are not engaged will gain the Surrounded status (20% Increased Damage Taken).
Guard: Guard is damage mitigation that occurs before any Damage Taken Modifiers. It will reduce the damage of the next incoming attack by your Guard percentage amount so long as you have at least 1 Armor "Health" (The gray bar above Health). Does not provide any mitigation once Armor is depleted, or for units that do not have any armor equipped.
Damage Modifiers: Damage Modifiers are additive. For example, Fury (+50%), Berserk (+100%), and Tule's Horn (+10%) would increase damage by 160%. The same applies for negative Damage Modifiers.
Damage Taken Modifiers: Damage Taken Modifiers are calculated after Guard and are additive among themselves. For example, Protection (-30% Damage Taken) and Surrounded (+20% Damage Taken) would reduce Damage Taken by -10% total.
Critical Hits: For attacks with a range of damage, Critical Hits will always roll the maximum damage before factoring in Critical Damage. Critical Damage is multiplicative after Damage Modifiers.
Capture/Knock-Out: Engaged enemies below 50% Health can generally be captured with rope (animals) or knocked-out with chains (humans). The exception to this are enemy "Leader" units the most obvious of which are the named units on bounty missions, however generally any unit you have dialogue with prior to an encounter will be designated as a Leader and uncapturable even if their unit type might be capturable in other encounters.
Note: Some animals require more rope to capture than others.
Loot: The loot pool at the end of battle is selected only from the units killed during combat and not enemies allowed to flee. If you're after a specific piece of equipment make sure to kill as many as possible of the unit type that has what you're looking for before letting your enemies flee.
Morale And Willpower
What is Morale?
Morale is the partially filled blue bar at the top of the combat screen. Once this bar is filled to 70% your entire troop will gain the Galvanization status which increases all damage dealt by 50%. Additionally, once the bar is 90% filled there is an option to allow enemy units to flee combat which can be useful in a pinch or when farming a particular piece of equipment. Certain traits such as Cowardly also rely on Morale.
What is Willpower?
Most importantly Willpower contributes towards Morale and because of Galvanization. This makes Willpower just as viable of a damage stat as Strength, Dexterity and Critical Hit, as with sufficient troop Willpower Galvanization can occur in as little as 1-2 kills.
For units with 12 Willpower or more, they will survive with 1 Health the first hit that would normally have put them into the Dying state.
Willpower also provides 1% Critical Hit for every 5 additional a unit has starting from 1, so Critical Hit will increase at 6, 11, 16, 21, etc Willpower.
How is Morale Calculated?
The Morale system can roughly be approximated as "Current Morale = (Your Troop's Willpower / Total Battlefield Willpower)". With each enemy killed lowering the Total Battlefield Willpower by the amount of Willpower they contributed. Note: Captured units do not get removed from Total Battlefield Willpower, so capturing enemy units early in a fight will delay or can even prevent Galvanization and Fleeing.
While in camp prisoners have a shackle icon in the bottom left of their character pane, this is how you access their Trust Log. At the top of the Trust Log is their attitude towards your troop - the three possible dispositions are Wary, Neutral and Satisfied. Prisoners that are Satisfied have a chance to request to join your troop each rest. Wary prisoners are more likely to attempt to escape and may even suicide. Below the prisoner's disposition is a log of both positive and negative events that have happened that make a prisoner trust your troop more or less.
What affects a prisoner's Trust?
Feeding your troop an adequate amount of food. - Positive
Resting with insufficient food. - Negative
Resting with the "Personal Cup" belt accessory equipped. - Positive
Having a prisoner rest adjacent to one of your mercenaries. - Positive
Having a prisoner rest adjacent to an animal. - Negative
Healing their wounds. - Positive
Assigning them to camp production equipment, such as the brewing vat or meat drying rack. - Positive
Using a barber's kit on a prisoner to change their hair style. - Positive
Using toothpaste on a prisoner. - Positive
Whipping a prisoner to increase production. - Negative (Will permanently lower the prisoner's disposition to Wary)
Resting with a prisoner locked in the stocks. - Negative (Will permanently lower the prisoner's disposition to Wary) [Stocks prevent prisoner escapes and suicide.]
By combining several of the Trust positive interactions together you can recruit a prisoner as a mercenary in as few as 2 rests.
The likelihood of a prisoner attempting to make an escape increases the longer they're unguarded or the more wary of your troop they are. Each mercenary or animal unit within 0.5m of a prisoner reduces the success rate of an escape by 20%, with a prisoner surrounded by 5 units having a 0% chance of successfully escaping. Prisoners may injure one of your guarding units in their attempt to escape. Should a prisoner successfully escape, you can find them alone nearby wandering the overworld and have the opportunity to recapture them. They may disappear from the overworld if you rest again before recapturing.
Some uses for prisoners
Professional Equipment Caddies - One advantage that prisoners have over work ponies is the ability to assign them professions, which can be very handy if you want to cover all of the different professions without expanding the number of fighting units in your troop. Additionally, when given armor such as "Legion Gambeson" which increases carrying capacity and the belt accessory "Pony Figurine" which doubles carrying capacity, high constitution prisoners become competitive with Work Ponies in the ratio of food consumption vs carrying capacity. Its generally advisable to put these prisoners permanently on stocks, so you don't lose a highly leveled professional due to them escaping.
Combat Units - Once recruited, prisoners gain the "Freed Slave" trait which reduces their wage by 50% compared to a mercenary of the same level which makes for a very economical way of expanding your troop. Additionally, prisoners have access to their faction passive at level 6 and the unit types with passives that show up after level 6 retain that passive as well. This makes units such as the Wrongdoer from the Bandit faction a very valuable support unit, as its "Looting Experience" passive will increase your entire troop's Critical Damage by 30%. Despite their simplicity, some equipment and passive combinations can make recruited prisoner units just as deadly as your mercenaries.
Is the game too easy for you? Try an all freed slave troop!
Faction Bonuses & Unique Unit Passives
Beginning at level 6 most factions gain a passive bonus that applies to all units of that faction, as well as a new unique unit that has an additional passive exclusive to that unit type.
Bandits - Coward's Oath: 35% Increased damage on engaged enemies.
Wrongdoer - Looting Experience: 30% increased Critical Damage.
Deserters - Thirst For Freedom: Gains Galvanize when adjacent to 2 or more enemies.
Renegade - Tactical Intelligence: This unit can provide Supported buff to allies by itself.
Guards - Forced Disengagement: If this unit starts their turn engaged in combat, they will make an attack of opportunity at the end of their turn.
Tactician - Skilful Disengagement: If this unit ends their turn while engaged in combat, they will execute a critical attack of opportunity [does not actually have guaranteed crit] before disengaging from their opponent. Does not synergize with Forced Disengagement, will still only get one attack of opportunity if engaged at the end of their turn.
Trackers - Animal Unit: At the end of their turn, this unit heals the nearest allied animal for an equal amount of the animal's constitution.
Savage - Feral Soul: This unit has Berserk [100% increased damage dealt & taken].
Brotherhood - Elite Mercenaries: This unit has Rivalry while engaged in combat.
Arrow - Eagle-eyed: At the start of a round, applies Vulnerability to the enemy with the least amount of health remaining.
Inquisition - Exhilarating Fervour: If this unit engages an opponent directly, they execute an attack of opportunity.
Worshipper - Fanatical Aura: Prevents enemy Galvanization as long as this unit is alive.
Human Combat Stats By Level
Light Armor Classes
Medium Armor Classes
Heavy Armor Classes
Animal Combat Stats By Level
More Wartales guilds
- All Guilds
- How to make money (and end the suffering of trying to) - finally updated!
- Wartales Guide 325
- Porady dla pocztkujcych i nie tylko
- Thematic Builds - Spearman
- Thematic Builds - Swordsman
- Kruppe's Crucial Clues for Wartales
- Thematic Builds - Ranger
- Wartales Guide 270
- Wartales Guide 260