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Royal Military Academy 皇家軍事學院
Home 首頁 / Third Age 1.3 魔戒第三紀元 1.3 / High Elves / Retinue 隨從 / General's retinue 將軍隨從
Third Age 1.3 魔戒第三紀元 1.3
High Elves High Elves
No. Card
隨從
Title
名稱
Type
類型
Transferable
可轉移
Unique
唯一
Description
說明
Effects
效果
Condition
獲得條件
41 Helmet of the Elbereth Item Transferable
可轉移
Made by the best Elven smiths to protect the heads of the Eldar. +1 HitPoints When to test : CharacterTurnEnd
Condition : EndedInSettlement
IsGeneral
CultureType greek
SettlementBuildingExists >= armourer
Chance : 5 %
When to test : PostBattle
Condition : WonBattle
IsGeneral
GeneralWithAncKilled helm_elbereth
Chance : 100 %
42 Watchhound of Huan Item Transferable
可轉移
Descendant of the mighty Huan. +1 PersonalSecurity When to test : CharacterTurnEnd
Condition : EndedInSettlement
IsGeneral
TimeInRegion > 5
CultureType greek
Chance : 3 %
43 Lembas Item Transferable
可轉移
Nothing better for a long journey. One small bite is enough to fill the stomach of a grown man. Doesn’t include hobbits though… +1 BattleSurgery When to test : CharacterTurnEnd
Condition : EndedInSettlement
IsGeneral
TimeInRegion > 5
CultureType greek
Chance : 3 %
44 Light of Earendil Item Transferable
可轉移
"In this phial," she said, "is caught the light of Earendil's star, set amid the waters of my fountain. It will shine still brighter when night is about you. May it be a light to you in dark places, when all other lights go out." +1 Cavalry Command , +1 Movement Points When to test : CharacterTurnEnd
Condition : EndedInSettlement
SettlementName Lothlorien
IsGeneral
TimeInRegion > 5
FactionType mongols
not I_WorldwideAncillaryExists light_earendil
Chance : 25 %
When to test : PostBattle
Condition : WonBattle
IsGeneral
GeneralWithAncKilled light_earendil
Chance : 100 %
45 Map of Middle-Earth Item Transferable
可轉移
Follow the map to find your way. +2 LineOfSight, +1 Movement Points When to test : CharacterTurnEnd
Condition : EndedInSettlement
IsGeneral
RemainingMPPercentage < 10
Chance : 3 %
When to test : PostBattle
Condition : WonBattle
IsGeneral
GeneralWithAncKilled map
Chance : 100 %
46 Magician Magic Sleight of hand, wondrous tricks, and some clever pyrotechnics make for fine entertainment. +1 Morale for all troops on the battlefield, +1 to popularity (improves public order) When to test : CharacterTurnEnd
Condition : EndedInSettlement
RemainingMPPercentage = 100
Trait Superstitious >= 1
SettlementBuildingExists >= alchemists_lab
SettlementBuildingExists >= fairground
Chance : 5 %
47 Pagan Magician Magic Regardless how fascinating the arcane arts may seem, consorting with one who actually practises them is not something a noble should be seen to do. -2 Obedience When to test : CharacterTurnEnd
Condition : not AtSea
IsGeneral
PopulationOwnReligion < 90
PopulationHeretic >= 50
not Trait Superstitious > 0
Chance : 1 %
48 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 %
49 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
Attribute Command >= 4
IsGeneral
Chance : 3 %
50 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 %
When to test : GovernorBuildingCompleted
Condition : SettlementBuildingFinished = c_marksmans_range
Chance : 33 %
51 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 %
52 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 %
53 Mercenary Captain Military Having run a company of mercenaries himself, this man makes maintaining an army of sell-swords a more efficient process. 10% discount on unit training costs, 10% bonus to cash gained from looting When to test : HireMercenaries
Condition :
Chance : 10 %
54 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 %
55 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 %
56 Reliable Runner Military A man who can race through the thick of battle to deliver orders to friend out of earshot can be worth losing many other men to keep alive. +1 Command When to test : PostBattle
Condition : not Routs
WonBattle
BattleSuccess = crushing
not GeneralFoughtInCombat
IsGeneral
Chance : 10 %
57 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 %
58 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 %
59 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 %
60 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 %
3 / 5 : P1 , P2 , P3 , P4 , P5
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