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;-----------------------------------------NAME (specials) transfer status Possible exclusions Effects How to acquire. ;-----------------------------------------E.

g >= abbey means an Abbey OR any upgrade to that structure. =========== CHARACTERS =========== ;-----------------------------------------SKILLED ACCOMPLICE (Assassin only) Move between characters:: YES +1 to agent's skill 20% chance when created and >=Assassins Guild exist in settlement. ;-----------------------------------------ACADEMIC ADVISOR Move between characters:: YES 5% bonus on all trade income 5% bonus on tax income 33% chance after constructing >=library in settlement. 33% chance after constructing university in settlement. ;-----------------------------------------ACTOR Move between characters: NO +1 to popularity (improves public order) 5% chance when spending a full turn in a settlement with >=theatre. ;-----------------------------------------ADULTRESS (N/A for middle eastern) Move between characters: NO +1 Dread -1 Piety -1 Morale for all troops on the battlefield Decreases the chance of having children 5% chance when spending a full turn in a settlement with >=brothel and general's wife has <6 Charm. ;-----------------------------------------OUTLANDER ADULTRESS (N/A for middle eastern)

Move between characters: NO +1 Dread -1 Piety -2 Morale for all troops on the battlefield -1 from popularity (has a negative effect on public order) Decreases the chance of having children 10% chance when in enemy lands more than 3 turns and has < 0 points of Trait: Lo yal. ;-----------------------------------------FOREIGN FRUITCAKE (N/A for middle eastern) Move between characters: NO +1 Dread -1 Piety -3 Morale for all troops on the battlefield -1 from popularity (has a negative effect on public order) Decreases the chance of having children 5% chance every turn if >=1 point of Trait: Arse and married. ;-----------------------------------------ALCHEMIST Move between characters: YES Excluded ancillaries: Apothecary, Astrologer +2 to your general's hitpoints (how many hits your general can take before dying ) +1 Command when commanding gunpowder troops 5% chance when spending a full turn in a settlement with >=alchemists lab. 33% chance after constructing alchemist lab. ;-----------------------------------------;trigger "apocethary_vnv_trigger_" gives alchemist instead... APOTHECARY Move between characters: YES Excluded ancillaries: Alchemist, Astrologer Increases the chance of having children +4 to your general's hitpoints (how many hits your general can take before dying ) ;-----------------------------------------ARCHITECT (N/A for northern european) Move between characters: NO 10% discount on construction costs -2 from squalor (increases public order and population growth) 3% chance after a building is constructed. ;-----------------------------------------ARTIST (N/A for northern european) Move between characters: NO +1 to popularity (improves public order) 10% decrease to cost to bribe

-1 from squalor (increases public order and population growth) 5% chance when spending a full turn in a settlement with >=artist studio. 33% chance after constructing artist studio. ;-----------------------------------------YOUNG APPRENTICE (Assassin only) Move between characters: YES Excluded ancillaries: Catamite +1 Assassination 5% chance after every successful assassination mission. ;-----------------------------------------ASTROLOGER (N/A for northern european) Move between characters: NO Excluded ancillaries: Apothecary, Alchemist -1 Piety +1 Command 5% chance after spending a full turn in a settlement without >=small church, >=s mall chapel or >=small masjid. ;-----------------------------------------BARD (N/A for middle eastern) Move between characters: YES +1 Morale for all troops on the battlefield, +1 to popularity (improves public order) 5% chance after spending a full turn in a settlement with >=tavern. ;-----------------------------------------BEGUILING BARD (Spy only - N/A for middle eastern) Move between characters: NO +1 to agent's skill +1 to personal security (improves the chances of detecting and foiling assassina tion attempts) 5% chance after spending a full turn in a settlement with >=brothel. ;-----------------------------------------BIOGRAPHER Move between characters: NO +1 Authority 5% chance after spending a full turn in a settlement and > 3 turns in region and >=2 points of Trait: GoodCommander. ;-----------------------------------------;No trigger exists BODYGUARD Move between characters: YES +2 to personal security (improves the chances of detecting and foiling assassina

tion attempts), -1 from popularity (has a negative effect on public order) ;-----------------------------------------INVENTOR Move between characters: NO +30 Build Points (required for the construction of siege equipment) +1 to farming output 20% bonus on mining income 3% chance after spending a full turn in a settlement with >=alchemists lab and n ot > 0 point of Trait: Ignorance. ;-----------------------------------------CARAVAN DRIVER (Merchant only) Move between characters: YES +25% to Movement Points (gives armies the ability to forced march) +1 to line of sight (increases the range at which enemies are spotted) 50% chance when created and >=caravan stop exists in settlement. 10% chance when ending turn in a settlement and >=caravan stop exists. ;-----------------------------------------CATAMITE (Assassin only) Move between characters: NO Excluded ancillaries: Young Apprentice +1 to agent's skill 5% chance after successful assassination mission. ;-----------------------------------------CHOIR BOY (Catholic Priest only) Move between characters: NO Excluded ancillaries: Royal Seminarian +1 Piety +1 Unorthodoxy -1 Purity 20% chance when created and >=abbey exists in settlement. ;-----------------------------------------COUNTERFEITER (Merchant only) Move between characters: NO +1 Finance 15% chance when created and alchemist lab exists in settlement. ;-----------------------------------------COURTESAN (Assassin only) Move between characters: NO Excluded ancillaries: Catamite +1 to agent's skill 20% chance when created and >=coaching house exists in settlement.

;-----------------------------------------JUDGE Move between characters: NO +1 to unrest (has a negative effect on public order) +2 to law (improves public order) 20% chance when governor and city riots and >=Town Hall exists and not > 0 point of Trait: StrategyChivalry or Just. ;-----------------------------------------DANCER (Spy only) Move between characters: NO +2 to agent's skill 5% chance after spending a full turn in a settlement with >=brothel. ;-----------------------------------------DARK APPRENTICE (Witch only) Move between characters: NO +1 Magic +1 to personal security (improves the chances of detecting and foiling assassina tion attempts) 25% chance when created. ;-----------------------------------------DEACON (Catholic and orthodox priests only) Move between characters: NO +1 Piety 50% chance when created and >=catholic cathedral exists in settlement. 25% chance when created and >=orthodox cathedral exists in settlement. ;-----------------------------------------DIPLOMATIC ESCORT (Diplomat only) Move between characters: NO +1 to line of sight (increases the range at which enemies are spotted) +1 to personal security (improves the chances of detecting and foiling assassina tion attempts) 66% chance when created and >=castle exists in settlement. ;-----------------------------------------DOCTOR Move between characters: NO Increases the chance of having children Improves the chances of casualties recovering from their wounds 15% chance after spending a full turn in settlement and >=bimaristan exists and general has command > 3. 3% chance after spending a full turn in settlement and >=alchemy school exists a

nd general has command > 3. ;-----------------------------------------DRILLMASTER Move between characters: NO +25% to Movement Points (gives armies the ability to forced march) 10% discount on unit training costs 3% chance when training infantry and command >=4. ;-----------------------------------------;No trigger exists. EUNUCH (N/A for northern european, eastern european, greek) Move between characters: NO +1 Authority +1 to personal security (improves the chances of detecting and foiling assassina tion attempts) ;-----------------------------------------MOTHER-IN-LAW Transfere: NO -1 Authority -1 Morale for all troops on the battlefield 50% chance when general marries and has >=1 point of Trait: Gambling and >=2 poi nts of Trait: Drink. ;-----------------------------------------EXECUTIONER (Inquisitor only) Move between characters: NO +1 Piety 33% chance each time a successful denouncment mission occurs. ;-----------------------------------------;No trigger exists. FAITHFUL SERVANT Move between characters: NO +1 Charm ;-----------------------------------------SKILLED COURTESAN (Assassin only) Move between characters: NO +2 to agent's skill 10% chance after successful assassination mission. ;-----------------------------------------FOODTASTER Move between characters: NO +1 to personal security (improves the chances of detecting and foiling assassina tion attempts)

20% chance after surviving an assassination attempt and has >= 1 point of Trait: Paranoia. ;-----------------------------------------BRILLIANT FOOL (N/A for middle eastern, greek, southern european) Move between characters: NO +1 to personal security (improves the chances of detecting and foiling assassina tion attempts) 5% bonus on all trade income 50% chance after constructing >=castle and command > 4. ;-----------------------------------------FOOL (N/A for middle eastern, greek) Move between characters: NO +1 Morale for all troops on the battlefield 50% chance after constructing >=castle and command < 5. ;-----------------------------------------FOREIGN DIGNITARY (Diplomat only) Move between characters: NO +1 Influence 3% chance every turn in enemy lands and distance to capital is > 30. ;-----------------------------------------HARSH JUDGE Move between characters: NO -1 from popularity (has a negative effect on public order) 10% chance when in settlement and >=city hall exists and > 0 points of Trait: St rategyDread. ;-----------------------------------------HERALD Move between characters: NO +1 Authority 33% chance after constructing a citadel and command > 3. ;-----------------------------------------INTREPID EXPLORER Move between characters: NO +15% to Movement Points (gives armies the ability to forced march) +1 to line of sight (increases the range at which enemies are spotted) 5% chance when in settlement and >=explorers guild exists. ;-----------------------------------------NOTORIOUS BERSERKER Move between characters: NO +1 Command +1 Morale for all troops on the battlefield

15% chance after successful battle where general fought and battle odds were >=0 .5 < 1.5 and > 0 points of Trait: Battledread. ;-----------------------------------------CHIVALROUS KNIGHT Move between characters: NO +2 Chivalry +1 Command 100% chance when taking jihad target and on jihad. 25% chance after succesful battle where general fought and battle odds were < 1. 2 and general does not have > 0 points of Trait: BattleDread or StrategyDread. ;-----------------------------------------KNIGHT OF THE CRUSADES (Catholic Priest only) Move between characters: NO +2 to personal security (improves the chances of detecting and foiling assassina tion attempts) +1 Violence 33% chance when spending more than 1 turn in a region designated as crusade targ et. ;-----------------------------------------DREAD KNIGHT Move between characters: NO +2 Dread +1 Command 25% chance after successful battle as attacker where general fought and battle o dds were < 1.2 and > 66% of enemy was killed and general does not have > 0 points of Trait: BattleChivalr y or StrategyChivalry. ;-----------------------------------------KNIGHT OF SANTIAGO (Spain & Portugal only) Move between characters: NO +1 Chivalry +1 Command 100% when taking crusade target and on crusade. 50% chance after successful battle as attacker on crusade where general fought a nd battle odds were >=0.5 < 1.5. ;-----------------------------------------HOSPITALLER KNIGHT (N/A for Portugal, Spain, HRE) Move between characters: NO +1 Chivalry +1 Command 100% when taking crusade target and on crusade. 50% chance after successful battle as attacker on crusade where general fought a

nd battle odds were >=0.5 < 1.5. ;-----------------------------------------TEMPLAR KNIGHT (N/A for Portugal, Spain, HRE) Move between characters: NO +1 Chivalry +1 Command 100% when taking crusade target and on crusade. 50% chance after successful battle as attacker on crusade where general fought a nd battle odds were >=0.5 < 1.5. ;-----------------------------------------TEUTONIC KNIGHT (HRE only) Move between characters: NO +1 Chivalry +1 Command 100% chance when taking crusade target and on crusade. 50% chance after successful battle as attacker on crusade where general fought a nd battle odds were >=0.5 < 1.5. ;-----------------------------------------LANCEBEARER Move between characters: NO +1 Command when commanding cavalry 10% chance after spending a full turn in settlement with >=jousting_lists and co mmand > 3. ;-----------------------------------------LIBRARIAN Move between characters: NO +1 Piety 5% chance after spending a full turn in settlement with >=library. ;-----------------------------------------MAGICIAN (N/A for middle eastern) Move between characters: NO Excluded ancillaries: Pagan Magician +1 Morale for all troops on the battlefield +1 to popularity (improves public order) 15% chance after spending a full turn in settlement with >=alchemists lab and >= fairground and has >=1 point of Trait: Superstitious. ;-----------------------------------------PAGAN MAGICIAN Move between characters: NO Excluded ancillaries: Magician -2 Piety 2% chance every turn when in a region with < 90% of own religion and does not ha

ve > 0 points of Trait: Superstitious. ;-----------------------------------------MASTER MASON Move between characters: NO Excluded ancillaries: Stablemaster, Master Smith 10% discount on construction costs 33% chance after constructing a >=master mason guild. ;-----------------------------------------MASTER ARCHER Move between characters: NO Excluded ancillaries: Master of Assassins +1 Command 5% chance after spending a full turn in settlement with >=archery range. 33% chance after constructing marksmans range. ;-----------------------------------------MASTER OF ASSASSINS Move between characters: NO Excluded ancillaries: Master Archer +1 to personal security (improves the chances of detecting and foiling assassina tion attempts) 20% discount on agent training costs 5% chance for Faction Leader for every assassination attempt. 33% chance after constructing a >= master assassins guild. ;-----------------------------------------STABLEMASTER Move between characters: NO Excluded ancillaries: Master Smith, Master Mason +1 Command when commanding cavalry 20% chance when training cavalary and > knights stables exist. ;-----------------------------------------MASTER SMITH Move between characters: NO Excluded ancillaries: Stablemaster, Master Mason 10% discount on unit training costs 20% chance after constructing >= swordsmith's guild. 20% chance after constructing >= armourer. ;-----------------------------------------MATHEMATICIAN (N/A for northern european) Move between characters: NO Excluded ancillaries: Tutor 5% bonus on all trade income

5% bonus on tax income +1 Command when commanding artillery 5% chance after spending a full turn in settlement with = academy. 5% chance after spending a full turn in settlement with = university. ;-----------------------------------------MENTOR Move between characters: NO +1 Command 15% chance when coming of age and father has authority >= 2. ;-----------------------------------------MERCENARY CAPTAIN Move between characters: NO 10% discount on unit training costs 10% bonus to cash gained from looting 8% chance when hiring a mercenary unit. ;-----------------------------------------MERCHANT CLERK (Merchant only) Move between characters: NO +1 Finance 50% when created and >=Alchemy school exists in settlement. ;-----------------------------------------MILITARY ENGINEER Move between characters: NO +2 Command when assaulting walls +50 Build Points (required for the construction of siege equipment) 5% chance after spending a full turn in settlement with >= city watch and >= cat apult range. 8% chance after spending a full turn in castle with >= drill square and >= catap ult range. ;-----------------------------------------MONEY COUNTER (N/A for middle eastern) Move between characters: NO 5% bonus on all trade income 10% bonus on tax income 8% chance after spending a full turn in settlement with >= fairground and factio n treasury is > 50000. ;-----------------------------------------MONK (Priest only) Move between characters: NO Excluded ancillaries: Royal Seminiarian, Choir Boy +1 Piety -1 Purity

100% chance when in a region for >=4 turns, own religion >=70 and there is a <=1 0 shift in religion. ;-----------------------------------------MUSICIAN Move between characters: NO +1 Morale for all troops on the battlefield +2 to popularity (improves public order) 10% chance after spending a full turn in a settlement with >= theatre. ;-----------------------------------------;bugged - trigger tests "agent created" instead of "NewAdmiralCreated" GUNNER (Admiral only) Move between characters: NO +2 Command at sea 33% chance when created and >= naval academy exists. ;-----------------------------------------;bugged - see gunner RELIABLE NAVIGATOR (Admiral only) Move between characters: NO +1 Command at sea +10% to Movement Points (gives armies the ability to forced march) +1 to line of sight (increases the range at which enemies are spotted) 33% chance when created and >= explorer's guild exists. ;-----------------------------------------NAIVE KNIGHT (Heretic only - N/A for middle eastern) Move between characters: NO Excluded ancillaries: Zealous Disciple +2 to personal security (improves the chances of detecting and foiling assassina tion attempts) 10% chance when priest turns heretic. ;-----------------------------------------NOSY MOTHER Move between characters: NO -1 Authority +1 to personal security (improves the chances of detecting and foiling assassina tion attempts) 50% chance when general marries and has >= 1 point of Trait: Girls. ;-----------------------------------------;No trigger exists. NUN (N/A for greek, eastern european, middle eastern) Move between characters: NO +1 Piety -1 Violence

;-----------------------------------------OBSESSED SUITOR (Princess only) Move between characters: NO -1 Charm -2 from personal security (increases the chances of falling victim to assassinat ion) 4% chance after diplomacy and charm > 4. ;-----------------------------------------ORDINANCE MASTER Move between characters: NO +1 Command when commanding gunpowder troops +1 Command when commanding artillery 10% chance after spending a full turn in settlement with >= military academy. ;-----------------------------------------OVERSEER Move between characters: NO 1% discount on construction costs +1 to farming output 1% bonus on mining income 10% chance after spending a full turn in settlement with >= crop rotation. ;-----------------------------------------PALADIN (Priest only - N/A for middle eastern) Move between characters: NO +1 to personal security (improves the chances of detecting and foiling assassina tion attempts) +1 Purity +1 Violence 20% chance when created and >=Militia Drill Square exists in settlement. ;-----------------------------------------PHYSICIAN Move between characters: NO Increases the chance of having children Improves the chances of casualties recovering from their wounds 10% chance for non-muslims after successful battle losing > 50% of own army and faction building = university exists. 30% chance after successful battle losing > 50% of own army and faction building = bimaristan exists. ;-----------------------------------------PICKPOCKET (Spy only) Move between characters: NO +1 to agent's skill +1 to line of sight (increases the range at which enemies are spotted)

12% chance when created and >= market exists. ;-----------------------------------------POISONER (Assassin only - N/A for northern european) Move between characters: NO +2 to agent's skill 10% chance after successful assassination mission. ;-----------------------------------------PRIEST (Non-muslims only) Move between characters: NO +1 Piety 3% chance for non-muslims when ending turn in settlement and >= theologians guil d exists. ;-----------------------------------------QUARTERMASTER (N/A for northern european) Move between characters: NO +15% to Movement Points (gives armies the ability to forced march) 5% bonus to cash gained from looting 20% chance after spending a full turn in settlement with >= army barracks and co mmand > 3. ;-----------------------------------------;No trigger exists. ROYAL ESCORT Move between characters: NO +1 to personal security (improves the chances of detecting and foiling assassina tion attempts) ;-----------------------------------------ROYAL SEMINIARIAN (Priest only) Move between characters: NO Excluded ancillaries: Monk, Choir Boy +1 Piety +1 Unorthodoxy 20% when created and >=Mayor's Palace exists in settlement. 20% when created in >=Castle. ;-----------------------------------------RELIABLE RUNNER (N/A for northern european, middle eastern) Move between characters: NO +1 Command 10% chance after successful battle = crushing where general did not rout and did not fight. ;-----------------------------------------KEEN SCOUT

Move between characters: NO +1 Command when ambushing +2 to line of sight (increases the range at which enemies are spotted) 8% chance after successful ambush in enemy lands. ;-----------------------------------------BRILLIANT SCRIBE Move between characters: NO +1 Authority 10% bonus on all trade income 10% chance after spending a full turn in settlement with >=town hall and >= alch emist lab. ;-----------------------------------------SECRET LOVE (Princess only - N/A for middle eastern) Move between characters: NO Excluded ancillaries: Smothering bodyguard -1 Charm 5% chance every turn. ;-----------------------------------------SHIELDBEARER (N/A for southern european) Move between characters: NO Excluded ancillaries: Swordbearer -1 Morale for all troops on the battlefield +2 to your general's hitpoints (how many hits your general can take before dying ) 15% chance after successul battle where general did not rout AND lost <= 80% of HP and killed > 5. ;-----------------------------------------SHIPWRIGHT (Admiral only) Move between characters: NO +1 Command at sea 8% chance when created and >= merchant's wharf exists. ;-----------------------------------------SIEGE ENGINEER Move between characters: NO +1 Command when assaulting walls +60 Build Points (required for the construction of siege equipment) 3% chance after spending a full turn in settlement with >= catapult range. 33% chance after constructing >= siege works. ;-----------------------------------------;No trigger exists. SLAVER Move between characters: NO

15% bonus on all trade income ;-----------------------------------------;No trigger exists. SMOTHERING GUARDS Move between characters: NO Excluded ancillaries: Secret love -1 Charm +3 to personal security (improves the chances of detecting and foiling assassina tion attempts) ;-----------------------------------------SOOTHSAYER Move between characters: NO +2 Morale for all troops on the battlefield 2% chance after losing a battle. ;-----------------------------------------SPYMASTER (N/A for northern european) Move between characters: NO +1 Command +1 to public security (improves the chances of detecting and capturing enemy age nts) 20% discount on agent training costs 3% chance for faction leader for every spying mission. 20% chance after constructing >=thieves guild. ;-----------------------------------------STUNNING HANDMAIDEN (Princess only - N/A for middle eastern) Move between characters: NO -1 Charm 50% chance when coming of age if dad had >=1 point of Trait: Girls. 50% chance when coming of age if dad has >=1 point of Trait: Perverted. ;-----------------------------------------SWISS GUARD (Inquisitor only) Move between characters: NO +1 to personal security (improves the chances of detecting and foiling assassina tion attempts) 25% chance every time the inquisitor survives an assassination attempt. 25% chance if the inquisitor kills the assassin. ;-----------------------------------------SWORDBEARER Move between characters: NO Excluded ancillaries: Shieldbearer +1 to personal security (improves the chances of detecting and foiling assassina tion attempts) +1 to your general's hitpoints (how many hits your general can take before dying )

10% chance after successful battle where general did not rout and killed > 5. ;-----------------------------------------TAX FARMER Move between characters: NO Excluded ancillaries: Treasurer -1 from popularity (has a negative effect on public order) 10% bonus on tax income 8% chance after constructing a building and Trait: BadTaxman >= 1. ;-----------------------------------------TORTURER Move between characters: NO +3 Dread +1 Authority +2 to public security (improves the chances of detecting and capturing enemy age nts) +1 to unrest (has a negative effect on public order) +3 to law (improves public order) 10% chance after exterminating a city and chivalry < -4 (= 5 points in dread or more) ;-----------------------------------------TRANSLATOR (Diplomat only) Move between characters: YES +2 Influence 15% chance when ending turn in settlement with >= market. ;-----------------------------------------TREASURER (N/A for northern european) Move between characters: YES Excluded ancillaries: Tax farmer 5% bonus on all trade income 5% bonus on tax income 10% chance after spending a full turn in settlement with = great market. ;-----------------------------------------TUTOR Move between characters: YES Excluded ancillaries: Mathematician +1 Piety 5% bonus on all trade income 33% chance when coming of age and <= 1 point of Trait: Ignorance. ;-----------------------------------------VETERAN WARRIOR Move between characters: NO +1 to personal security (improves the chances of detecting and foiling assassina

tion attempts) +1 Command when commanding infantry 50% chance after successful battle where general did not rout and killed > 5 and lost <= 50% of HP. ;-----------------------------------------Witch Hunter (Priest only - N/A for middle eastern) Move between characters: NO +1 Piety -1 Unorthodoxy 20% when ending turn in region with > 15% heretics and stayed 3 turns in region. 10% chance when created and Faction Leader has > 1 point of Trait: ReligiousActi vity. ;-----------------------------------------ZEALOUS DISCIPLE(Heretic only) Move between characters: NO Excluded ancillaries: Naive Knight +1 Piety +1 to personal security (improves the chances of detecting and foiling assassina tion attempts) 10% chance when a priest turns heretic. ;------------------------------------------

===== ITEMS ===== No transfer between characters allowed. ;-----------------------------------------;No trigger exists. FINE ARMOUR Excluded ancillaries: Ornamental armour +4 to your general's hitpoints (how many hits your general can take before dying ) ;-----------------------------------------;No trigger exists. ORNAMENTAL ARMOUR Excluded ancillaries: Fine Armour +1 Authority -2 from your general's hitpoints (how many hits your general can take before dyi ng) ;-----------------------------------------EXQUISITE BLADE (Assassin only) +1 Assassination

3% chance after a successful assassination mission. ;-----------------------------------------CHASTITY BELT (Princess only) -1 Charm -10% to Movement Points (reduces the distance armies can march) 20% chance when coming of age, if dad has >=1 point of Trait: Prim. 20% chance when coming of age, if dad has >=1 point of Trait: Disciplinarian. ;-----------------------------------------DELICATE BLADE (Princess only) +1 to personal security (improves the chances of detecting and foiling assassina tion attempts) 100% chance when coming of age and dad has >=1 point of Trait: Paranoia. 100% chance when coming of age and dad has >=1 point of Trait: Spymaster. 100% chance when coming of age and dad has >=1 point of Trait: Assassinmaster. ;-----------------------------------------ENCHANTED BROOM (Witch only) +1 Magic +15% to Movement Points (gives armies the ability to forced march) 10% chance at creation. ;-----------------------------------------EXPLOSIVES (Assassin only) +1 Sabotage 50% chance after successful sabotage mission and turn >85. ;-----------------------------------------EXOTIC GIFTS (Diplomat only) +1 Influence 33% chance when created and >=great market exists in settlement. ;-----------------------------------------FALSE DOCUMENTS (Spy only) +1 to agent's skill 33% chance every time insurrection occurs in settlement. 33% chance when created and printing press exists in settlement. ;-----------------------------------------FALSE RELIC(Heretic only) +1 Piety 10% chance when priest turns heretic. ;------------------------------------------

FINE COSMETICS (Princess only) +1 Charm 100% chance when coming of age and dad has >=1 point of Trait: Aesthetic. ;-----------------------------------------PROTOTYPE HANDGUN (Assassin only) +1 Assassination +2 to law (improves public order) 33% when created and >=gunsmith exists in settlement. ;-----------------------------------------SPYGLASS (Spy only) +2 to line of sight (increases the range at which enemies are spotted) 20% chance when created and >= dockyard exists. ;-----------------------------------------THE LEMEGETON (Witch only) +2 Magic 10% chance when created. ;-----------------------------------------TRICK ABACUS (Merchant only) +1 Finance 5% chance when created and not >=town hall exists. ;------------------------------------------

==== PETS ==== Only Black Stallion and Trusty Steed can be moved between characters.

;-----------------------------------------;No trigger exists. BLACK STALLION +25% to Movement Points (gives armies the ability to forced march) ;-----------------------------------------;trigger pet_bloodhound_vnv_trigger is broken TRACKING DOG +2 to agent's skill +1 to line of sight (increases the range at which enemies are spotted)

+1 to personal security (improves the chances of detecting and foiling assassina tion attempts) ;-----------------------------------------GUARD DOG +2 to personal security (improves the chances of detecting and foiling assassina tion attempts) 8% chance after spending a full turn in >= castle and atleast 4 turns in total. ;-----------------------------------------PET MONKEY (Spy only - N/A for north and south european cultures) +1 to agent's skill 5% chance when created and >= market exists. ;-----------------------------------------STRAPPING STALLION (Princess only) +10% to Movement Points (gives armies the ability to forced march) 25% chance when coming of age and faction building = king's stables exist. ;-----------------------------------------;There is an error in the description stating that it gives +1 to public health, it doesn't. SWIFT STEED (Diplomat only) +15% to Movement Points (gives armies the ability to forced march) 33% chance when created and >= horse breeders guild exists. ;-----------------------------------------TRUSTY STEED +5% to Movement Points (gives armies the ability to forced march) +1 Command when commanding cavalry 15% chance when ending in settlement with >= earl's stables and has >= 1 point o f Trait: GoodCavalryGeneral. ;-----------------------------------------YAPPY LITTLE DOG (Princess only) -1 Charm 5% chance when coming of age. ;------------------------------------------

====== RELICS ======

All relics can be transfered to other characters. Relics are unique. A general having one relic will not be eligble for another. Note that the requirements for certain triggers are to be ON a crusade, not that the city itself is the target for the crusade. When a father possessing a relic dies a natural death and a son has Piety > 2, t he son has a 60% chance of acquiring the relic. When a general wins a battle where the opposing general carrying a relic dies, r egardless of how, the winning general has 10% chance of acquiring the relic. The exact conditions for the "major reward" from the pope will be added later. ;-----------------------------------------SHARD OF THE TRUE CROSS (N/A for middle eastern) +2 Piety +1 Command 10% chance when capturing Tripoli and Piety > 3. 30% chance when capturing Triploi and on crusade and Piety > 3. 5% chance for faction leader as major reward from the pope. ;-----------------------------------------HOLY LANCE (N/A for middle eastern) +1 Piety +2 Command 10% chance when capturing Antioch and Piety > 3. 10% chance when capturing Constantinople and Piety > 3. 30% chance when capturing and on crusade Antioch and Piety > 3. 30% chance when capturing and on crusade Constantinople and Piety > 3. 5% chance for faction leader as major reward from the pope. ;-----------------------------------------HOLY GRAIL (N/A for middle eastern) +2 Piety +5 to your general's hitpoints (how many hits your general can take before dying ) Improves the chances of casualties recovering from their wounds 10% chance when capturing Aleppo and Piety > 5. 30% chance when capturing Aleppo and on crusade and Piety > 5. 5% chance for faction leader as major reward from the pope. ;-----------------------------------------IRON CROWN OF LOMBARDY (N/A for middle eastern) +1 Piety +1 to personal security (improves the chances of detecting and foiling assassina tion attempts) +1 to your general's hitpoints (how many hits your general can take before dying ) 10% chance when capturing Milan and Piety > 3.

30% chance when capturing Milan and on crusade and Piety > 3. 5% chance for faction leader as major reward from the pope. ;-----------------------------------------BRIDLE OF CONSTANTINE (N/A for middle eastern) +1 Piety +1 to personal security (improves the chances of detecting and foiling assassina tion attempts) +1 to your general's hitpoints (how many hits your general can take before dying ) 10% chance when capturing Constantinople and Piety > 3. 30% chance when capturing Constantinople and on crusade and Piety > 3. 5% chance for faction leader as major reward from the pope. ;-----------------------------------------HOLY CHALICE (N/A for middle eastern) +1 Piety 10% chance when capturing Jerusalem and Piety > 3. 30% chance when capturing Jerusalem and on crusade and Piety > 3. 5% chance for faction leader as major reward from the pope. ;-----------------------------------------VEIL OF VERONICA (N/A for middle eastern) +1 Piety 10% chance when capturing Jerusalem and Piety > 3. 30% chance when capturing Jerusalem and on crusade and Piety > 3. 5% chance for faction leader as major reward from the pope. ;-----------------------------------------ICON NOT MADE BY HANDS (N/A for middle eastern) +1 Piety +1 to public health 10% chance when capturing Edessa and Piety > 3. 30% chance when capturing Edessa and on crusade and Piety > 3. 5% chance for faction leader as major reward from the pope. ;-----------------------------------------HOLY PREPUCE (N/A for middle eastern) +1 Piety, Increases the chance of having children 10% chance when capturing Bordeaux and Piety > 3. 10% chance when capturing Hamburg and Piety > 3. 30% chance when capturing Bordeaux and on crusade and Piety > 3. 30% chance when capturing Hamburg and on crusade and Piety > 3. 5% chance for faction leader as major reward from the pope. ;-----------------------------------------CROWN OF THORNS (N/A for middle eastern) +2 Piety, +1 Command

10% chance when capturing Jerusalem and Piety > 3. 10% chance when capturing Paris and Piety > 3. 30% chance when capturing Jerusalem and on crusade and Piety > 3. 30% chance when capturing Paris and on crusade and Piety > 3. 5% chance for faction leader as major reward from the pope. ;-----------------------------------------HOLY SHROUD (N/A for middle eastern) +1 Piety +1 Command when defending walls +1 to personal security (improves the chances of detecting and foiling assassina tion attempts) 10% chance when capturing Constantinople and Piety > 3. 30% chance when capturing Constantinople and on crusade and Piety > 3. 5% chance for faction leader as major reward from the pope. ;-----------------------------------------ARK OF THE COVENANT +2 Dread +1 Command 10% chance when capturing Cairo and Piety > 3. 30% chance when capturing Cairo and on crusade and Piety > 3. 30% chance when capturing Cairo and on jihad and Piety > 3. ;-----------------------------------------SEAL OF SOLOMON +1 Dread -1 Piety +2 Command when commanding cavalry 10% chance when capturing Jerusalem and Piety > 3. 30% chance when capturing Jerusalem and on crusade and Piety > 3. 30% chance when capturing Jerusalem and on jihad and Piety > 3. ;-----------------------------------------HAIR FROM MOHAMMED'S BEARD (Middle-eastern only) +1 Piety 10% chance when capturing Acre and Piety > 3. 30% chance when capturing Acre and on jihad and Piety > 3. ;-----------------------------------------MOHAMMED'S FOOTPRINT (Middle-eastern only) +1 Piety 10% chance when capturing Damascus and Piety > 3. 30% chance when capturing Damascus and on jihad and Piety > 3. ;-----------------------------------------HOLY MANTLE (Middle-eastern only) +2 Piety 10% chance when capturing Antioch and Piety > 3.

30% chance when capturing Antioch and on jihad and Piety > 3. ;-----------------------------------------TOOTH OF MOHAMMED (Middle-eastern only) +1 Piety 10% chance when capturing Aleppo and Piety > 3. 30% chance when capturing Aleppo and on jihad and Piety > 3. ;-----------------------------------------KEY TO HOLY KAABA (Middle-eastern only) +1 Piety 10% chance when capturing Edessa and Piety > 3. 30% chance when capturing Edessa and on jihad and Piety > 3. ;-----------------------------------------LOCK OF KAABA (Middle-eastern only) +1 Piety 10% chance when capturing Adana and Piety > 3. 30% chance when capturing Adana and on jihad and Piety > 3. ;-----------------------------------------SWORD OF MOHAMMED (Middle-eastern only) +1 Piety +2 Command 10% chance when capturing Baghdad and Piety > 3. 30% chance when capturing Baghdad and on jihad and Piety > 3. ;-----------------------------------------FRAGMENT OF THE BLACK STONE (Middle-eastern only) +3 Piety 10% chance when capturing Iconium and Piety > 3. 30% chance when capturing Iconium and on jihad and Piety > 3. ;-----------------------------------------HOLY QUR'AN (Middle-eastern only) +2 Piety 10% chance when capturing Mosul and Piety > 3. 30% chance when capturing Mosul and on jihad and Piety > 3. ;-----------------------------------------SOIL FROM MOHAMMED'S GRAVE (Middle-eastern only) +1 Piety 10% chance when capturing Gaza and Piety > 3. 30% chance when capturing Gaza and on jihad and Piety > 3. ;-----------------------------------------STANDARD OF MOHAMMED (Middle-eastern only)

+1 Piety +1 Command 10% chance when capturing Nicaea and Piety > 3. 30% chance when capturing Nicaea and on jihad and Piety > 3. ;------------------------------------------

================== UNIQUE CHARACTERS ================== Unique characters can never be transfered between characters. If you are messing with the turns/year ratio then the characters will still appe ar at the turn indicated. Historians beware. Unless otherwise indicated, they have a 100% chance of appearing if conditions a re met. ;-----------------------------------------SIR WILLIAM WALLACE (Scotland only) +1 +1 +1 +2 +3 Chivalry Command Authority Morale for all troops on the battlefield Command when fighting against English

Winning a battle against the english with battle odds < 1 and between turns 106 - 118. ;-----------------------------------------JEANNE D'ARC (France only) +2 +1 +2 +2 Piety Command Morale for all troops on the battlefield Command when fighting against English

Winning a battle against the english with battle odds < 1 and command > 3 and be tween turns 170 - 180. ;-----------------------------------------PETER THE HERMIT +2 to popularity (improves public order) -2 from squalor (increases public order and population growth) 25% chance when joining a crusade and chivalry > 0 and between turns 5 - 50. ;-----------------------------------------BERTRAND DU GUESCLIN (France only) +2 Command +2 Morale for all troops on the battlefield

+2 Command when fighting against English +1 Command when fighting against Portugese +1 Command when fighting against Spanish Winning a battle where the general fought and battle odds < 0.7 and between turn s 130 - 150. ;-----------------------------------------CHEVALIER DE BAYARD (France only) +2 +2 +2 +2 Chivalry Piety Command to line of sight (increases the range at which enemies are spotted)

Winning a battle where the general fought and battle odds < 1 and between turns 205 - 225. ;-----------------------------------------PIERRE ABLARD (France only) +1 Piety +1 to popularity (improves public order) -1 from squalor (increases public order and population growth) 5% chance when ending a turn in a settlement between turns 14 - 31. ;-----------------------------------------FRANCESCO PETRARCA (South european culture only - N/A for spain, portugal and pa pacy!) +2 Piety +2 to popularity (improves public order) -1 from squalor (increases public order and population growth) Constructing an alchemy school between turns 130 and 150. ;-----------------------------------------ROGER BACON +1 Command when assaulting walls +2 Command when commanding gunpowder troops 66% chance when constructing >= gunsmith between turns 77 and 107. ;-----------------------------------------GEOFFREY CHAUCER (England only) 10% discount on construction costs +1 to popularity (improves public order) Constructing a university between turns 143 - 160. ;-----------------------------------------JOHN WYCLIFFE (England only) +2 Piety 10% chance when ending a turn with > 0 points of Trait: Cultured and between tur ns 132 - 152.

;-----------------------------------------SIMON DE MONTFORT (England only) +2 +2 -1 +1 Chivalry Command Loyalty to popularity (improves public order)

50% chance after successful battle with battle odds < 1 and faction leader autho rity < 5 and between turns 60 - 100. ;-----------------------------------------AMERIGO VESPUCCI +15% to Movement Points (gives armies the ability to forced march) +3 to line of sight (increases the range at which enemies are spotted) 10% bonus on all trade income Constructing >= xplorers guild between turns 208 - 225. ;-----------------------------------------NIELS EBBESEN (Denmark only) +2 Chivalry +2 Command +2 Morale for all troops on the battlefield Winning a battle with battle odds < 1 between turns 100 - 130. ;-----------------------------------------;Any city will do. VLAD TEPES (Hungary only) +3 Dread +3 Command when fighting against Muslims Exterminating a city between turns 160 - 205. ;-----------------------------------------MEISTER ECKHART (HRE only) +2 Piety +1 Authority 20% chance when ending a turn in a settlement with = university and between turn s 100 - 124. ;-----------------------------------------ARNOLD VON WINKELRIED (North European only- N/A for HRE) +2 Morale for all troops on the battlefield +2 Command when attacking +4 to your general's hitpoints (how many hits your general can take before dying ) Winning a battle with battle odds < 1 and general killed > 3 and between turns 1 48 - 165. ;------------------------------------------

JOHN GUTENBERG Excluded ancillaries: Aldus Manutius 20% bonus on all trade income -2 from squalor (increases public order and population growth) Constructing a >=printing press between turns 187 - 210. ;-----------------------------------------HILDEGARD VON BINGEN (HRE only) +2 Piety +1 Authority +3 to popularity (improves public order) 33% chance when constructing >= church between turns 20 - 50. ;-----------------------------------------MARTIN LUTHER +2 Piety -2 from unrest (improves public order) 15% after spending a full turn in a settlement with >= abbey and Piety < 5 and b etween turns 210 - 233. ;-----------------------------------------PARACELSUS +4 to your general's hitpoints (how many hits your general can take before dying ) Improves the chances of casualties recovering from their wounds 25% when winning a battle and general killed > 5 and general lost > 50% HP and P iety < 5 and between turns 210 - 225. ;-----------------------------------------JOHANNES FAUSTES (Northern european only) +2 Dread -2 Piety Increases the chance of having children +4 to your general's hitpoints (how many hits your general can take before dying ) Ending turn in a settlement with >= alchemist lab and not = huge cathedral and b etween turns 210 - 230. ;-----------------------------------------ALDUS MANUTIUS Excluded ancillaries: John Gutenberg 20% bonus on all trade income -2 from squalor (increases public order and population growth) Constructing >= printing press and between turns 201 - 218. ;------------------------------------------

;Marco Polo can pop up for everyone, agents and generals alike. Grr. MARCO POLO (N/A for middle eastern) +15% to Movement Points (gives armies the ability to forced march) 10% bonus on all trade income 5% chance every turn with faction building >= explorers guild and distance to ca pital is > 60 and between turns 102 - 122. ;-----------------------------------------DONATELLO Excluded ancillaries: Michaelangelo, Raphael +2 to popularity (improves public order) -3 from squalor (increases public order and population growth) Constructing >= artist studio between turns 162 - 193. ;-----------------------------------------RAPHAEL Excluded ancillaries: Michaelangelo, Donatello +2 to popularity (improves public order) -3 from squalor (increases public order and population growth) Constructing >= artist studio between turns 210 - 220. ;-----------------------------------------MICHAELANGELO Excluded ancillaries: Donatello, Raphael +2 to popularity (improves public order) -3 from squalor (increases public order and population growth) Constructing >= artist studio between turns 209 - 242. ;-----------------------------------------NICOLLO MACHIAVELLI (N/A for Byzantium, eastern european and middle eastern) +1 +1 -1 -1 Command Authority from squalor (increases public order and population growth) from unrest (improves public order)

25% chance when ending turn in settlement with = university and > 0 points of Tr ait: StrategyDread and between turns 204 - 224. ;-----------------------------------------GEORGE OF ANTIOCH (Sicily only) +1 Piety +2 Command +2 to popularity (improves public order) Winning a battle with battle odds < 1 and between turns 21 - 36. ;-----------------------------------------FRANCIS OF ASSISI (Southern European only - N/A for Byzantium)

+2 Piety -2 from squalor (increases public order and population growth) +2 to unrest (has a negative effect on public order) Joining a crusade between turns 60 - 73. Constructing a >=church between turns 60 - 73. ;-----------------------------------------VASCO DE GAMA +15% to Movement Points (gives armies the ability to forced march) 10% bonus on all trade income 33% chance when ending a turn in a settlement and faction building >= explorer's guild exists and distance to capital is > 40 and between turns 205 - 225. ;-----------------------------------------ANTHONY OF PADUA Southern European only) +2 Piety -2 from squalor (increases public order and population growth) +2 to unrest (has a negative effect on public order) 75% chance when constructing >= abbey and between turns 69 - 76. ;-----------------------------------------;No trigger exists. Byzantine faction leader starts with him. TATICIUS +2 Command ;-----------------------------------------NICOLAU COPERNICUS Poland only) +1 to agent's skill +2 to line of sight (increases the range at which enemies are spotted) Constructing >= library and between turns 200 - 232. ;-----------------------------------------IBN KHALDUN (Middle-eastern only) +2 Piety +2 Authority 15% bonus on all trade income Constructing >= alchemist lab and between turns 135 - 160. Constructing >= bimaristan and between 135 - 160. ;-----------------------------------------ALBERTUS MAGNUS (HRE only) +2 to law (improves public order) 10% chance when ending turn in settlement with >= church and >= alchemist lab an d between turn 70 - 100. ;------------------------------------------

JAN

I KA (Poland only)

+2 Command +1 Authority +2 Command when defending +50 Build Points (required for the construction of siege equipment) Winning a battle with battle odds < 1 and between turns 150 - 172. ;-----------------------------------------ROGER DE MOULINS (Catholic only - N/A for HRE, Spain, Portugal) Excluded ancillaries: Gerard de Ridefort +2 Command +1 Authority Joining a crusade between turns 45 - 60. ;-----------------------------------------GERARD DE RIDEFORT (Catholic only - N/A for HRE, Spain, Portugal) Excluded ancillaries: Roger de Moulins +1 +1 +1 +2 Command Authority Morale for all troops on the battlefield Command when attacking

Joining a crusade between turns 30 - 52. ;------------------------------------------

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