![]() If the group starts a battle with less than 2 Valour Points, grants up to 2. Willpower increased by 2 as long as there are prisoners in the troop. Has a chance (25%) to not suffer Injuries in combat.ġ00 / 1 / ? & Not Altruistic & HasPrisoners Willpower reduced by 5 in the Tombs of the Ancients.ĬritHitChance and CritHitDamage increased by 5% when a two-handed weapon is equipped. The negative impact of the troop's retreats is reduced by 50%. Not included in the needs of the troop's Happiness. Increases the risk of not getting along with nearby colleagues during a Rest.ĭamage increased by 10% if not next to an ally in combat.ĭeteriorates the Relationship during dice games. Noise reduced by 3 in abandoned villages. Willpower increased by 3 as long as they are next to a boar in the camp.ĥ% chance of resisting poison, bleeding, and burning.Ĭhance to generate 1 Valour Point at the end of their turn if not engaged in combat.ĥ% additional Guard when holding a shield. Noise increased by 3 in abandoned villages. Troop's Maximum Valour Points increased by 1. Willpower reduced by 5 if they are not an officer but one of their Companions is. Increases the troop's Happiness by 1 during a Rest, if they have been injured by a whip. Willpower reduced by 5 until their equipment is repaired. Strength and Dexterity increased by 5% when a one-handed weapon is equipped. They could transmit the disease by Wounding someone in combat.Ĭhance of taking a critical hit reduced by 25%. The chances of a nearby prisoner escaping are reduced by 1%.ĭoes not reduce the Escape Ability of nearby prisoners. Increased risk (+20%) of not getting along with their peers. Strength and Dexterity increased by 5% when a two-handed weapon is equipped.Ĭhance (5%) to generate 1 Valour Point at the end of their turn.Ī glutton will eat +1 food each day. Must consume alcohol with every meal to be happy.ĬritHitChance and CritHitDamage increased by 5% when a one-handed weapon is equipped.ġ00 / 0 / ? (Maybe been touched by 5 friendly arrow)(Might be limited to four Companions) Small chance (5%) of getting indigestion and falling ill. Has a chance to flee combat if Morale drops too low.ġ00 / 1 / ? NotEagle-Eye (Companion can still obtain this even with Eagle-Eye trait.) Must eat meat at every meal to be satisfied.ĭamage increased by 10% if next to an ally in combat. Strength and Dexterity increased by 5% if outnumbered at the beginning of a battle. This Companion feels they've been betrayed. The relationship with $NAME can no longer evolve. Increases the chance of recruiting a nearby prisoner. *Unlock Ch/Th/Cond = Unlock Chance/Threshold/SomeConditions About 'unlock Conditions' - there is some action counters, when it hit some value you can get Trait with certain chance and if it fail then seems counter reset to 0 (probably) and all starts over again.About 'unlock Chance/Threshold' its raw values from data file, how they calculate idk.Some traits can be obtained in battles or events.Some traits can be hidden (Professions for example).Some traits may be residual or not yet implemented.
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