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Thread: List of Ancillaries - Effects and how to acquire

  1. #1

    Default 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.

    ;------------------------------------------

  2. #2

    Default 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.

    ;------------------------------------------

  3. #3

    Default 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.

    ;------------------------------------------

  4. #4

    Default 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.

    ;------------------------------------------

  5. #5

    Default 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.

    ;------------------------------------------

  6. #6

    Default 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

  7. #7
    Just an Oldfart Member Basileus's Avatar
    Join Date
    Nov 2002
    Location
    In The Kastro
    Posts
    1,214

    Default 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

  8. #8
    Member Member abrarey's Avatar
    Join Date
    Jun 2005
    Location
    Round Rock, TX
    Posts
    15

    Default Re: List of Ancillaries - Effects and how to acquire

    Excellent Job, thanks for your time doing this.
    Virtvtis fortvna comes
    Abrarey

  9. #9
    Maximizer of Marginal Utility Member Snoil The Mighty's Avatar
    Join Date
    Dec 2006
    Posts
    152

    Default Re: List of Ancillaries - Effects and how to acquire

    Excellent sire! I'll start sending these lists back to England at once......

  10. #10
    King of the Danes Member Gorm's Avatar
    Join Date
    Jul 2006
    Location
    Monte Vista, Colorado
    Posts
    112

    Default Re: List of Ancillaries - Effects and how to acquire

    Great job!

    A small request... could you make it a RTF text file that can be downloaded?
    Playing M2:TW and R:TW on an Intel Mac!

    Places I have lived:


    Places I have visited:


    "The ingenuity of the device blinds us to its utter uselessness."
    (anonymous British civil servant, circa 1940)

    (www.3dflags.com)

  11. #11

    Default Re: List of Ancillaries - Effects and how to acquire


  12. #12
    King of the Danes Member Gorm's Avatar
    Join Date
    Jul 2006
    Location
    Monte Vista, Colorado
    Posts
    112

    Default Re: List of Ancillaries - Effects and how to acquire

    Excellent! Thank you very much.
    Playing M2:TW and R:TW on an Intel Mac!

    Places I have lived:


    Places I have visited:


    "The ingenuity of the device blinds us to its utter uselessness."
    (anonymous British civil servant, circa 1940)

    (www.3dflags.com)

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