Balance QoL Overhaul - Level 11 Is Not The End
🟡 Updated this yearPreview

🔍 Analysis
- ✅ Updated 52 days after the latest game patch — actively maintained
- 🏆 #257 of 319 Gameplay mods in this game by downloads
📋 About This Mod
Level 11 used to be the end. Now your men keep growing - extra perks at 14, 17 and 20, and attribute gains that follow their talent stars all the way to 20. Set a young recruit on a new path at the Training Hall. Pay to see what you are
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The next update is nearly finished. A hunt that finds you, not the other way around.
Level 11 was never meant to be the end.
Vanilla stops character growth at level 11. No more perk points, and attributes roll a flat +1 no matter how many stars a man has.
This mod extends growth past 11 and fixes a number of things that have annoyed me for years. Everything is optional and configurable through MSU.
모드 한글 설명글 · 한글패치 링크 - 호환
GROWTH
Perk points at 14, 17 and 20.
Attributes keep rolling on talent from 12 to 22. No star rolls 1, one star 1-2, two stars 1-3, three stars 1-4.
A fourth talent at level 12. Buy it at the training hall and pick the attribute yourself. Applies to his remaining level ups only. 2000 crowns, dearer the longer you wait.
Four attributes per level from 12, instead of three.
Crippled veterans pass their experience on. A man past 11 with a serious permanent injury stops earning, and his share goes to the others.
Student runs to level 20 instead of dying at 11. Three perk points at 11, two more at 20.
Gifted can be taken twice. A second copy sits on the Berserk / Head Hunter / Nimble row.
The training hall splits by age: retraining is for 7 to 11, the fourth talent is 12 and up. The two never share a screen, because retraining rebuilds his stars and would undo a talent you just paid for.
The fourth talent and the fourth attribute pick want an upgraded drill sergeant from Retinue Overhaul and Cart Expansion. Switch the requirement off in MSU if you do not run it.
HIRING
The tryout sells something different each time. Three attributes first, then the remaining five, then his talents. Each step costs more than the last, and the last one is the only place you can see a man's ceiling before you pay for him.
Background maxima are shown. "60/72" tells you what he has and what his background allows.
Vetted. Pay to see everything before hiring and he arrives keen: +10% experience for his first seven battles.
WEAPON MASTERY
Vanilla mastery does the same thing on day 3 and on day 300. Here it is a starting point.
Kills are counted per man, per weapon family, and kept in your save. Counting starts the moment he swings, whether or not he has the mastery yet. The bonuses apply once he has the matching perk. Every mastery tooltip lists what that weapon has felled and what it is worth right now.
Families are read from the skill, not the weapon, so modded weapons co
📊 Mod Details
- Game
- Battlebrothers Mods
- Author
- OSMaJin
- Version
- 1.13.1
- Downloads
- 139
- Endorsements
- 26
- Category
- Gameplay
- Created
- 7/28/2026
- Updated
- 8/15/2026
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