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These are skills you or a companion can possess. They don't affect the party.
Ironflesh has no use beyond increasing hit points. At early levels it isn't always very important, but as you fight tougher enemies every bit of protection helps.
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 is required for the more powerful bows, and is overall a valuable skill for making archery less difficult. You can put up to four points in this beyond the power draw requirement of the bow (if any).
This skill allows you to continue using weapon proficiency points after you have passed the normal cap.
| Weapon Master level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| maximum weapon proficiency | 60 | 100 | 140 | 180 | 220 | 260 | 300 | 340 | 380 | 420 | 460 |
Note that this cap is only for the purpose of spending additional proficiency points; using weapons in combat will continue to raise your skill regardless of what the proficiency cap is set at, but it will do so faster at higher levels of Weapon Master.
This skill is useful if you like boosting your weapon skill each time you level up; if you're content to improve your proficiencies by fighting you won't need this.
This isn't very obvious early on, but with a few levels it will start to really take effect. This skill is made almost useless by having a horse, but it's still a useful backup if you lose your horse or if you want to fight on foot. Note that the combined weight of your armor and equipment will reduce the speed bonus your Athletics skill grants.
This works by widening the aiming reticule less significantly when moving. This is a very useful skill for archers, but useless if you are melee-only.
Experience points are not given to party members that are fully upgraded. If multiple companions have this skill they will each help train party members.
Experience gains per level are as follows:
| Trainer level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| EXP to each party member per day | 4 | 10 | 16 | 23 | 30 | 38 | 46 | 55 | 65 | 80 |
These are skills that each character individually possesses, but they are applied to the party as a whole.
Increases the amount of loot obtained by 10% per skill level.
This skill makes tracks appear on the world map, gradually becoming more accurate and providing additional information. At level 1 the tracks indicate party movement, but little else. As levels progress the accuracy of party size predictions and hours the tracks remain visible for increases. Tracks will also gain colors, allowing you to easily follow a particular path regardless of what other paths it crosses.
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.
Additionally, if you choose to send your men in while you stay back or are knocked out during battle this skill will have an effect on the aftermath losses.
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 very useful. Companions and your character will heal a little between battle waves. Note that this only heal up to the level of health 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 if you want to besiege castles and/or improve fiefs, but it has no other purpose.
The Trade skill reduces the cost penalty applied to buying and selling. See Trade for more details.
These skills affect the party, but only if the person with these skills is the party leader.
Useful if you want to take prisoners, useless if you don't.
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 Charisma every other level or so, and a point towards Leadership every chance you get. Increasing your Renown will also raise the party size cap.