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(added 0.95x changes, changed Governing Attribute >> Base Attribute (as used in the game))
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===Ironflesh===
===Ironflesh===
* Governing Attribute: Strength
* Base Attribute: Strength
* Maximum Level: 10
* Maximum Level: 10
* Effect: +2 HP per level
* Effect: +2 HP per level
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===Power Strike===
===Power Strike===
* Governing Attribute: Strength
* Base Attribute: Strength
* Maximum Level: 8
* Maximum Level: 8
* Effect: +5% melee damage per level
* Effect: +5% melee damage per level (+8% in 0.95x)


===Power Throw===
===Power Throw===
* Governing Attribute: Strength
* Base Attribute: Strength
* Maximum Level: 8
* Maximum Level: 8
* Effect: +7% thrown weapon damage per level
* Effect: +7% thrown weapon damage per level (+10% in 0.95x)
This skill is needed in order to use more powerful throwing weapons, so don't ignore this skill solely based on its meagre damage increase.
This skill is needed in order to use more powerful throwing weapons, so don't ignore this skill solely based on its meagre damage increase.


===Power Draw===
===Power Draw===
* Governing Attribute: Strength
* Base Attribute: Strength
* Maximum Level: 8
* Maximum Level: 8
* Effect: +12% bow damage each level
* Effect: +12% bow damage each level
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===Weapon Master===
===Weapon Master===
* Governing Attribute: Agility
* Base Attribute: Agility
* Maximum Level: 9
* Maximum Level: 9
* Effect: raises the proficiency points cap
* Effect: raises the proficiency points cap
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===Shield===
===Shield===
* Governing Attribute: Agility
* Base Attribute: Agility
* Maximum Level: 8
* Maximum Level: 8
* Effect: reduces damage to shields
* Effect: reduces damage to shields by 8% per level
The description indicates it decreases by 25% per level, but this would result in indestructible shields by level 4! Therefore it is assumed the reduction is like this:
 
{| class=wikitable
|- align=center
! shield level
| 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8
|- align=center
! percentage of damage suffered
| 100% || 75% || 56% || 42% || 32% || 24% || 18% || 13% || 10%
|}


===Athletics===
===Athletics===
* Governing Attribute: Agility
* Base Attribute: Agility
* Maximum Level: 8
* Maximum Level: 8
* Effect: Increases running speed.
* Effect: Increases running speed.
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===Riding===
===Riding===
* Governing Attribute: Agility
* Base Attribute: Agility
* Maximum Level: 8
* Maximum Level: 8
* Effect: Increases riding speed and maneuver, allows riding of more difficult [[Mount&Blade/Horses|horses]].
* Effect: Increases riding speed and maneuver, allows riding of more difficult [[Mount&Blade/Horses|horses]].


===Horse Archery===
===Horse Archery===
* Governing Attribute: Agility
* Base Attribute: Agility
* Maximum Level: 8
* Maximum Level: 8
* Effect: reduces penalties for using ranged weapons on a moving horse by 10% per level.
* Effect: reduces penalties for using ranged weapons on a moving horse by 10% per level.
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===Trainer===
===Trainer===
* Governing Attribute: Intelligence
* Base Attribute: Intelligence
* Maximum Level: 11
* Maximum Level: 11
* Effect: Every day at midnight lower-level party members gain experience
* Effect: Every day at midnight lower-level party members gain experience
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===Inventory Management===
===Inventory Management===
* Governing Attribute: Intelligence
* Base Attribute: Intelligence
* Maximum Rank: ?
* Maximum Rank: ?
* Effect: Increases inventory size by 6 squares
* Effect: Increases inventory size by 6 squares
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==Party Skills==
==Party Skills==
These are skills that each hero individually possesses, but they are applied to the party as a whole.
These are skills that each hero individually possesses, but they are applied to the party as a whole.
===Looting (0.950+)===
* Base Attribute: Agility
* Maximum Rank: ?
Increases the amount of loot obtained by 10% per skill level.


===Tracking===
===Tracking===
* Governing Attribute: Intelligence
* Base Attribute: Intelligence
* Maximum Rank: 8
* Maximum Rank: 8
* Effect: makes onscreen tracks appear and gradually become more informative
* Effect: makes onscreen tracks appear and gradually become more informative
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===Tactics===
===Tactics===
* Governing Attribute: Intelligence
* Base Attribute: Intelligence
* Effect: Every 2 points to this raises the battle odds advantage by 1.
* Effect: Every 2 points to this raises your battle advantage by 1.
Before each battle your Tactics score is compared to that of the enemy leader, and this determines how many men each side has at the beginning of the battle.
Before each battle your Tactics score is compared to that of the enemy leader, and this determines how many men each side has at the beginning of the battle.


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===Pathfinding===
===Pathfinding===
* Governing Attribute: Intelligence
* Base Attribute: Intelligence
* Effect: Increases party map speed by 3% per level.
* Effect: Increases party map speed by 3% per level.


===Spotting===
===Spotting===
* Governing Attribute: Intelligence
* Base Attribute: Intelligence
* Effect: Increases party sight range by 10% per level.
* Effect: Increases party sight range by 10% per level.


===Wound Treatment===
===Wound Treatment===
* Governing Attribute: Intelligence
* Base Attribute: Intelligence
* Effect: Increases party healing speed 30% per level
* Effect: Increases party healing speed 30% per level (20% in 0.95x)


===Surgery===
===Surgery===
* Governing Attribute: Intelligence
* Base Attribute: Intelligence
* Effect: Each point adds a 5% chance that mortally-wounded troops will be knocked out rather than killed.
* Effect: Each point adds a 5% chance that mortally-wounded troops will be knocked out rather than killed (4% in 0.95x)


This skill is quite useful for giving your troops the best chance you can to reach higher levels and become effective fighters. It also lessens the annoyance factor of spending top dollar on some new, high tier troops (eg: Hired Blades) only to have a significant fraction of them be killed in their first battle.
This skill is quite useful for giving your troops the best chance you can to reach higher levels and become effective fighters. It also lessens the annoyance factor of spending top dollar on some new, high tier troops (eg: Hired Blades) only to have a significant fraction of them be killed in their first battle.


===First Aid===
===First Aid===
* Governing Attribute: Intelligence
* Base Attribute: Intelligence
* Effect: Heroes regain 7% hit-points per level
* Effect: Heroes regain 7% hit-points per level (5% in 0.95x)
This skill is very useful. Heroes will heal a little between battle waves. Note that you can only heal up to the level you had before you entered battle, so if you go into battle with 60% health you can only heal back up to that level and no further.
This skill is very useful. Heroes will heal a little between battle waves. Note that you can only heal up to the level you had before you entered battle, so if you go into battle with 60% health you can only heal back up to that level and no further.


===Engineer===
===Engineer===
* Governing Attribute: Intelligence
* Base Attribute: Intelligence
* Effect: build [[Mount&Blade/Siege|siege equipment]] and [[Mount&Blade/Fiefs#Village management|village improvements]] more quickly (-5% on time and price to build improvements)
* Effect: build [[Mount&Blade/Siege|siege equipment]] and [[Mount&Blade/Fiefs#Village management|village improvements]] more quickly (-5% on time and price to build improvements)
This skill is very useful if you want to besiege castles and/or improve fiefs, but it has no other effects on the game,
This skill is very useful if you want to besiege castles and/or improve fiefs, but it has no other purpose.


===Trade===
===Trade===
* Governing Attribute: Charisma
* Base Attribute: Charisma
* Effect: reduces trading penalty by 10%
* Effect: reduces trading penalty by 10% (5% in 0.95x)


==Leader Skills==
==Leader Skills==
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===Persuasion===
===Persuasion===
* Governing Attribute: Intelligence
* Base Attribute: Intelligence
* Effect: Helps you make other people accept your point of view. There is a random factor involved in determining how successful you are.
* Effect: Helps you make other people accept your point of view. There is a random factor involved in determining how successful you are.


===Prisoner Management===
===Prisoner Management===
* Governing Attribute: Charisma
* Base Attribute: Charisma
* Effect: increases prisoner capacity by 5
* Effect: increases prisoner capacity by 5
Useful if you want to take prisoners, useless if you don't.
Useful if you want to take prisoners, useless if you don't.


===Leadership===
===Leadership===
* Governing Attribute: Charisma
* Base Attribute: Charisma
* Effect: increases party capacity by 5, reduces troop costs and wages by 10%.
* Effect: increases party capacity by 5, boosts morale, reduces troop costs and wages by 10% (5% in 0.95x).
A very useful skill to have! The higher your Leadership the more men you can lead into battle. You'll probably want to put a point towards [[Mount&Blade/Attributes#Charisma|Charisma]] every other level or so, and a point towards Leadership every chance you get. Increasing your Renown will also raise the party cap.
A very useful skill to have! The higher your Leadership the more men you can lead into battle. You'll probably want to put a point towards [[Mount&Blade/Attributes#Charisma|Charisma]] every other level or so, and a point towards Leadership every chance you get. Increasing your Renown will also raise the party cap.