61 |
|
False Documents |
Item |
|
|
Carries papers of identification and authority that would convince all but their supposed author to be authentic. |
+1 to agent's skill |
When to test : Insurrection Condition : Chance : 15 % |
When to test : AgentCreated Condition : AgentType = spy SettlementBuildingExists >= printing_press Chance : 33 % |
62 |
|
False Relic |
Item |
|
|
So certain he was that this was a holy relic that he redefined his faith accordingly. |
+1 Piety |
When to test : PriestBecomesHeretic Condition : Chance : 10 % |
63 |
|
Fine Cosmetics |
Item |
|
|
Her father has a penchant for making his surroundings more beautiful… Including his own family. |
+1 Charm |
When to test : CharacterComesOfAge Condition : FatherTrait Aesthetic >= 1 AgentType = princess Chance : 100 % |
64 |
|
Spyglass |
Item |
|
|
Allows a mortal man to spot distant things that are normally privy only to eagles. |
+2 to line of sight (increases the range at which enemies are spotted) |
When to test : AgentCreated Condition : AgentType = spy SettlementBuildingExists >= dockyard Chance : 20 % |
65 |
|
Trick Abacus |
Item |
|
|
"See, when you carry the two over, it turns out you owe me another hundred florins." |
+1 Finance |
When to test : AgentCreated Condition : AgentType = merchant not SettlementBuildingExists >= town_hall Chance : 5 % |
66 |
|
Soothsayer |
Magic |
|
|
A spinner of tales to satiate those nobles that want to ensure that the news they hear is pleasing. |
+2 Morale for all troops on the battlefield |
When to test : PostBattle Condition : not WonBattle Chance : 3 % |
67 |
|
Diplomatic Escort |
Military |
|
|
If you're going to offend someone very important, it's better to have another body in the way. |
+1 to line of sight (increases the range at which enemies are spotted), +1 to personal security (improves the chances of detecting and foiling assassination attempts) |
When to test : AgentCreated Condition : AgentType = diplomat SettlementBuildingExists >= castle Chance : 66 % |
68 |
|
Drillmaster |
Military |
|
|
Keeps a diligent officer handy to keep his troops vigilant and well-prepared. |
+25% to Movement Points (gives armies the ability to forced march), 10% discount on unit training costs |
When to test : GovernorUnitTrained Condition : TrainedUnitCategory infantry IsGeneral Attribute Command >= 4 Chance : 3 % |
69 |
|
Master Archer |
Military |
|
|
Accompanied by a truly experienced marksman, able to help assist when best to give the order to fire. |
+1 Command |
When to test : CharacterTurnEnd Condition : EndedInSettlement RemainingMPPercentage = 100 SettlementBuildingExists >= archery_range IsGeneral Chance : 5 % |
When to test : GovernorBuildingCompleted Condition : SettlementBuildingFinished = marksmans_range Chance : 33 % |
70 |
|
Stablemaster |
Military |
|
|
Most warriors know how to ride a horse, but few truly understand how to maintain their mounts properly, or to train them for war. |
+1 Command when commanding cavalry |
When to test : GovernorUnitTrained Condition : TrainedUnitCategory cavalry SettlementBuildingExists > knights_stables IsGeneral Chance : 20 % |
|
71 |
|
Master Smith |
Military |
|
|
Has befriended a truly gifted and renowned smith, who ensures his noble friend is always well armed and armoured. |
10% discount on unit training costs |
When to test : CharacterTurnEnd Condition : EndedInSettlement RemainingMPPercentage = 100 SettlementBuildingExists >= armourer IsGeneral Chance : 2 % |
When to test : GovernorBuildingCompleted Condition : SettlementBuildingFinished >= swordsmiths_guild Chance : 20 % |
When to test : GovernorBuildingCompleted Condition : SettlementBuildingFinished >= armourer Chance : 20 % |
When to test : GovernorBuildingCompleted Condition : SettlementBuildingFinished >= c_armourer Chance : 20 % |
72 |
|
Military Engineer |
Military |
|
|
Wise commanders keep a mechanical expert at hand when relying upon siege artillery to conquer castle walls. |
+2 Command when assaulting walls, +50 Build Points (required for the construction of siege equipment) |
When to test : CharacterTurnEnd Condition : EndedInSettlement RemainingMPPercentage = 100 SettlementBuildingExists >= city_watch SettlementBuildingExists >= catapult_range IsGeneral Chance : 5 % |
When to test : CharacterTurnEnd Condition : EndedInSettlement RemainingMPPercentage = 100 SettlementBuildingExists >= drill_square SettlementBuildingExists >= c_catapult_range IsGeneral Chance : 8 % |
73 |
|
Ordinance Master |
Military |
|
|
One of the few experts on handling the dangerous but powerful new weapons of war that use gunpowder. |
+1 Command when commanding gunpowder troops, +1 Command when commanding artillery |
When to test : CharacterTurnEnd Condition : EndedInSettlement RemainingMPPercentage = 100 SettlementBuildingExists >= military_academy IsGeneral Chance : 10 % |
74 |
|
Quartermaster |
Military |
|
|
Keeping a military force well maintained is a job that this man excels at, sparing his master time to dwell upon tactics and strategies instead. |
+15% to Movement Points (gives armies the ability to forced march), 5% bonus to cash gained from looting |
When to test : CharacterTurnEnd Condition : EndedInSettlement RemainingMPPercentage = 100 SettlementBuildingExists >= army_barracks IsGeneral Attribute Command > 3 Chance : 20 % |
75 |
|
Keen Scout |
Military |
|
|
A man that can spot signs of distant or hidden armies far more reliably than most common soldier can lay claim to. |
+1 Command when ambushing, +2 to line of sight (increases the range at which enemies are spotted) |
When to test : PostBattle Condition : WonBattle I_ConflictType SuccessfulAmbush not WasAttacker InEnemyLands IsGeneral Chance : 8 % |
76 |
|
Shieldbearer |
Military |
|
|
Important figures on the battlefield should never be left defenceless, men like this one are there to either save him or die in his stead. |
-1 Morale for all troops on the battlefield, +2 to your general's hitpoints (how many hits your general can take before dying) |
When to test : PostBattle Condition : GeneralHPLostRatioinBattle <= 80 GeneralNumKillsInBattle > 5 WonBattle not Routs IsGeneral Chance : 15 % |
77 |
|
Siege Engineer |
Military |
|
|
An expert in how to deconstruct heavy structures and defences is always welcome when approaching towering walls. |
+1 Command when assaulting walls, +60 Build Points (required for the construction of siege equipment) |
When to test : CharacterTurnEnd Condition : EndedInSettlement RemainingMPPercentage = 100 SettlementBuildingExists >= catapult_range IsGeneral Chance : 3 % |
When to test : CharacterTurnEnd Condition : EndedInSettlement RemainingMPPercentage = 100 SettlementBuildingExists >= c_catapult_range IsGeneral Chance : 3 % |
When to test : GovernorBuildingCompleted Condition : SettlementBuildingFinished >= siege_works Chance : 33 % |
When to test : GovernorBuildingCompleted Condition : SettlementBuildingFinished >= c_siege_works Chance : 33 % |
78 |
|
Swordbearer |
Military |
|
|
It is always best to not have to break from combat when one's weapon breaks first. |
+1 to personal security (improves the chances of detecting and foiling assassination attempts), +1 to your general's hitpoints (how many hits your general can take before dying) |
When to test : PostBattle Condition : GeneralNumKillsInBattle > 5 WonBattle not Routs IsGeneral Chance : 10 % |
79 |
|
Tribal Captain |
Military |
|
|
Having run a company of tribal mercenaries himself among many emirs, this man makes maintaining an army of mercenary warriors a more efficient process. |
10% discount on unit training costs, 10% bonus to cash gained from looting, +25% to movement points |
When to test : HireMercenaries Condition : Chance : 10 % |
80 |
|
Veteran Warrior |
Military |
|
|
A hardened old brother in arms, always there to defend to the last, or serve as midfield mentor. |
+1 to personal security (improves the chances of detecting and foiling assassination attempts), +1 Command when commanding infantry |
When to test : PostBattle Condition : GeneralNumKillsInBattle > 5 WonBattle not Routs IsGeneral GeneralHPLostRatioinBattle <= 50 Chance : 50 % |
|