41 |
|
Poison of Nurn |
Item |
Transferable 可轉移 |
|
Near the sea of Nurn are countless plants, all holding the strongest poisons. |
+1 Assasination |
When to test : AssassinationMission Condition : MissionSucceeded AgentType = assassin Chance : 50 % |
42 |
|
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 % |
43 |
|
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 % |
44 |
|
Vivarium |
Item |
Transferable 可轉移 |
|
Useful for carrying exotic animals. |
+1 Loyality, +1 Trade Income |
When to test : CharacterTurnEnd Condition : EndedInSettlement IsGeneral TimeInRegion > 5 CultureType middle_eastern Chance : 3 % |
When to test : PostBattle Condition : WonBattle IsGeneral GeneralWithAncKilled vivarium Chance : 100 % |
45 |
|
Chief of the Balchoth |
king |
Transferable 可轉移 |
|
Chief of the Balchoth |
+1 Management, +1 Authority, +1 Fear |
When to test : CharacterTurnEnd Condition : IsFactionLeader FactionType venice Chance : 100 % |
46 |
|
Chief of Khand |
king |
Transferable 可轉移 |
|
Chief of Khand |
+1 Management, +1 Authority, +1 Fear |
When to test : CharacterTurnEnd Condition : EndedInSettlement SettlementName Khand FactionType venice IsGeneral not FactionwideAncillaryExists king_khand Chance : 100 % |
47 |
|
Loke Khan |
king |
|
|
Leader of the chiefdoms of Rhun. |
+2 Management, +2 Authority, +2 Command, +3 Fear |
When to test : CharacterTurnEnd Condition : IsFactionLeader FactionType venice Chance : 100 % |
48 |
|
Commander of the Loke-Rim |
king |
Transferable 可轉移 |
|
First Commander of the Easterling armies. |
+2 Command, +2 Authority |
When to test : CharacterTurnEnd Condition : IsFactionLeader FactionType venice not FactionwideAncillaryExists troops_rhun Chance : 100 % |
49 |
|
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 % |
50 |
|
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 % |
|
51 |
|
Alatar the Blue |
Magician |
Transferable 可轉移 |
|
A wizard, also called an Istari by the Elves, with great physical and mental power. |
+2 Management, +2 Authority, +1 Obidience, +1 Loyality, +1 Mining, +1 Command |
When to test : CharacterTurnEnd Condition : IsFactionLeader FactionType venice not I_WorldwideAncillaryExists alatar Chance : 100 % |
52 |
|
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 % |
53 |
|
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 % |
54 |
|
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 % |
55 |
|
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 % |
56 |
|
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 % |
57 |
|
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 % |
58 |
|
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 % |
59 |
|
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 % |
60 |
|
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 % |
|