A minstrel humiliates the deserter and he gets a bad mood.A minstrel brings a rare smile to the refugee and he gets a good mood.A minstrel bother can gain a good mood by beating the gambler in a game of horseshoes.May start an event where the gambler and another brother fight over a game of cards.A minstrel entertains 33% of your brothers and they get a good mood.( Cultist vs Old Gods) ( Cultist Origin vs Old Gods) Can start a fight with a cultist brother.Can gain +1-3 and injure himself by scaring off the alp.May be turned into a peaceful flagellant by a monk and stops hurting himself from now on.A butcher can show the flagellant how he could hurt himself even more for +2 and an injured shoulder.May start an event where he wounds himself and disheartens fellow brothers.May start an event where he wounds himself.May turn a monk brother into a monk turned flagellant.Can get all cultists a good mood and 20% of other brothers get a bad mood.Can gain you a Qatal Dagger and a good mood.Can read The Black Book, become Mad and get a good mood.( Cultist Origin Flock) ( Sacrificed Man) Can get all cultists a good mood and brothers of southern ethnicity, Superstitious or Mad brothers get a bad mood.Can start a fight with a monk or flagellant brother.May take part in a series of dark rituals and gain you the aspect of davkul armor ( Cultist Finale) aswell as the glimpse of davkul helmet.( Cultist vs Uneducated) ( Cultist Origin vs Uneducated) Manhunters origin specific rule: any overseer (non-indebted) earns 10% less, while any Indebted earns 10% more.Some character backgrounds have different modifiers: an Apprentice has +10% and a Mason has +5% innate boost, whereas a Wildman has -15% penalty.At the eleventh character level (or at the seventh character level for Indebted when playing the Manhunters origin) the perk becomes inert. Character trait Bright increases experience gain by +10%, while Dumb characters are penalized by -15%. Potion of Knowledge gives +100% increase in the next 3 battles and The King in Chains potion provides a permanent +20% boost.Training Hall services boost the experience gain for a few battles.The 'Beginner' combat difficulty grants +10% bonus for every character.Some other factors affect the amount of experience points gained in battle: If a Wardog kills an enemy, the XP reward is divided evenly among the combat party brothers. The other 80% is distributed equally among the combat party members. If you hire a brother who already has one or more levels, you can distribute his perk points and stat roll level ups after you hired him as you do with a normal mercenary.Įxamples of some backgrounds: Starting LevelsĪ character who dealt the killing blow gets 20% of the XP gained from the enemy. Some recruits with military backgrounds may already have a few levels under their belt.
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