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I tend to forget it on my men very often though, in situations where it mostly negatively affects me...
Something like -33% resolve would be more interesting.
The higher the level of your merc the higher the chance to decrease the enemy's morale upon engaging.
So it may be the skull hasn't done anything at all.
I played BB for over 1000 hours and until now I got the Davkuul cultist event ONCE and this is THE FIRST TIME I hear about the Crystal Skull.
I like it that rare events are really rare and something special, but it seems weird that you can miss so much content even you play for - literally - weeks.
Hence why I would put it on a dissatisfied or insecure brother, or use it to train noobs. Or use it to make the actions of others more effective like the banner, but in reverse (stabbing hedge knight).
It's hard to know for sure, but generally points and percentages are about the same except at high levels. So it should be about 10% more likely per resolve check. But yeah it matters if it's 85 to 95% versus 5% to 15%.
I used it to help rout a hedge knight I was stabbing yesterday. It seemed to make a difference, but it's hard to verify without controlled statistical testing. With 1 less confident guy, every new surrounder and new stab was more likely to hit his morale. So he didn't get to use his unique 2h ax again.
Crystal skull
Direwolf chain armor
Throwing net (in inventory - offhand free)
Dagger mastery
duelist
nimble
recover
dodge
fast adaptation
headhunter
brawny
Optional: Fearsome / Overwhelm /Berserk
The resultant Brother (assuming you have decent defense and melee accuracy) will be very effective against any living opponent - especially orc warriors etc. A couple stabs (3 without fearsome) and you will break enemy.
Have you actually tried it against orc warriors? I remember somebody once said heavy crossbows will injure orc warriors who are fully armored. They don't.
A rondel dagger will do 11-22 damage to hit points with duelist. Hp damage is subtracted by 10% of the enemy's armor. Orc warriors wear 300+ armor. This will fully negate a duelist hit and do no hp damage until the orc's armor is partly gone. A hit to the head would go better due to crit and lower head armor, but that's unreliable.