List of Ancillaries - Effects and how to acquire
COMPLETE LIST OF ANCILLARIES FOR MEDIEVAL 2: TOTAL WAR (1.1)
by the.seneschal@hotmail.com
PART 1
;------------------------------------------
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: Loyal.
;------------------------------------------
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, >=small 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 assassination 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 assassination 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 not > 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 assassination 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 assassination 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 and 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 assassination 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 points 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 assassination 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 assassination 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.
;------------------------------------------
Re: List of Ancillaries - Effects and how to acquire
COMPLETE LIST OF ANCILLARIES FOR MEDIEVAL 2: TOTAL WAR (1.1)
by the.seneschal@hotmail.com
PART 2
;------------------------------------------
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: StrategyDread.
;------------------------------------------
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 assassination attempts)
+1 Violence
33% chance when spending more than 1 turn in a region designated as crusade target.
;------------------------------------------
DREAD KNIGHT
Move between characters: NO
+2 Dread
+1 Command
25% chance after successful battle as attacker where general fought and battle odds were < 1.2 and > 66%
of enemy was killed and general does not have > 0 points of Trait: BattleChivalry 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 and 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 and 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 and 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 and 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 command > 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 have > 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 assassination 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 >= catapult range.
8% chance after spending a full turn in castle with >= drill square and >= catapult 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 faction 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 <=10 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 assassination 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 assassination 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 assassination)
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 assassination attempts)
+1 Purity
+1 Violence
20% chance when created and >=Militia Drill Square exists in settlement.
;------------------------------------------
Re: List of Ancillaries - Effects and how to acquire
COMPLETE LIST OF ANCILLARIES FOR MEDIEVAL 2: TOTAL WAR (1.1)
by the.seneschal@hotmail.com
PART 3
;------------------------------------------
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 guild 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 command > 3.
;------------------------------------------
;No trigger exists.
ROYAL ESCORT
Move between characters: NO
+1 to personal security (improves the chances of detecting and foiling assassination 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 >= alchemist 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 assassination 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 agents)
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 assassination 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 assassination 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 agents)
+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 assassination 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: ReligiousActivity.
;------------------------------------------
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 assassination attempts)
10% chance when a priest turns heretic.
;------------------------------------------
Re: List of Ancillaries - Effects and how to acquire
COMPLETE LIST OF ANCILLARIES FOR MEDIEVAL 2: TOTAL WAR (1.1)
by the.seneschal@hotmail.com
PART 4
=====
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 dying)
;------------------------------------------
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 assassination 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 assassination attempts)
;------------------------------------------
GUARD DOG
+2 to personal security (improves the chances of detecting and foiling assassination 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 of Trait: GoodCavalryGeneral.
;------------------------------------------
YAPPY LITTLE DOG (Princess only)
-1 Charm
5% chance when coming of age.
;------------------------------------------
Re: List of Ancillaries - Effects and how to acquire
COMPLETE LIST OF ANCILLARIES FOR MEDIEVAL 2: TOTAL WAR (1.1)
by the.seneschal@hotmail.com
PART 5
======
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, the son has a 60% chance of acquiring the relic.
When a general wins a battle where the opposing general carrying a relic dies, regardless 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 assassination 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 assassination 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 assassination 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.
;------------------------------------------
Re: List of Ancillaries - Effects and how to acquire
COMPLETE LIST OF ANCILLARIES FOR MEDIEVAL 2: TOTAL WAR (1.1)
by the.seneschal@hotmail.com
PART 6
==================
UNIQUE CHARACTERS
==================
Unique characters can never be transfered between characters.
If you are messing with the turns/year ratio then the characters will still appear
at the turn indicated. Historians beware.
Unless otherwise indicated, they have a 100% chance of appearing if conditions are met.
;------------------------------------------
SIR WILLIAM WALLACE (Scotland only)
+1 Chivalry
+1 Command
+1 Authority
+2 Morale for all troops on the battlefield
+3 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 Piety
+1 Command
+2 Morale for all troops on the battlefield
+2 Command when fighting against English
Winning a battle against the english with battle odds < 1 and command > 3 and between 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 turns 130 - 150.
;------------------------------------------
CHEVALIER DE BAYARD (France only)
+2 Chivalry
+2 Piety
+2 Command
+2 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 ABÉLARD (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 papacy!)
+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 turns 132 - 152.
;------------------------------------------
SIMON DE MONTFORT (England only)
+2 Chivalry
+2 Command
-1 Loyalty
+1 to popularity (improves public order)
50% chance after successful battle with battle odds < 1 and faction leader authority < 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 turns 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 148 - 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 between 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 Piety < 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 between 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 capital 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 Command
+1 Authority
-1 from squalor (increases public order and population growth)
-1 from unrest (improves public order)
25% chance when ending turn in settlement with = university and > 0 points of Trait: 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 and between turn 70 - 100.
;------------------------------------------
JAN ŽIžKA (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 Command
+1 Authority
+1 Morale for all troops on the battlefield
+2 Command when attacking
Joining a crusade between turns 30 - 52.
;------------------------------------------
EOF
Re: List of Ancillaries - Effects and how to acquire
Great work, intressting theres a lot of VnV that i still have not got in my campaigns, might be easier with this list now heh
Re: List of Ancillaries - Effects and how to acquire
Excellent Job, thanks for your time doing this.
:cheerleader:
Re: List of Ancillaries - Effects and how to acquire
Excellent sire! I'll start sending these lists back to England at once......
Re: List of Ancillaries - Effects and how to acquire
Great job! ~:cheers:
A small request... could you make it a RTF text file that can be downloaded?
Re: List of Ancillaries - Effects and how to acquire
Re: List of Ancillaries - Effects and how to acquire
Excellent! Thank you very much.