COMPLETE LIST OF ANCILLARIES FOR MEDIEVAL 2: TOTAL WAR (1.1)
by the.seneschal@hotmail.com
PART 4
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ITEMS
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No transfer between characters allowed.
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;No trigger exists.
FINE ARMOUR
Excluded ancillaries: Ornamental armour
+4 to your general's hitpoints (how many hits your general can take before dying)
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;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)
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EXQUISITE BLADE (Assassin only)
+1 Assassination
3% chance after a successful assassination mission.
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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.
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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.
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ENCHANTED BROOM (Witch only)
+1 Magic
+15% to Movement Points (gives armies the ability to forced march)
10% chance at creation.
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EXPLOSIVES (Assassin only)
+1 Sabotage
50% chance after successful sabotage mission and turn >85.
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EXOTIC GIFTS (Diplomat only)
+1 Influence
33% chance when created and >=great market exists in settlement.
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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.
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FALSE RELIC(Heretic only)
+1 Piety
10% chance when priest turns heretic.
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FINE COSMETICS (Princess only)
+1 Charm
100% chance when coming of age and dad has >=1 point of Trait: Aesthetic.
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PROTOTYPE HANDGUN (Assassin only)
+1 Assassination
+2 to law (improves public order)
33% when created and >=gunsmith exists in settlement.
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SPYGLASS (Spy only)
+2 to line of sight (increases the range at which enemies are spotted)
20% chance when created and >= dockyard exists.
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THE LEMEGETON (Witch only)
+2 Magic
10% chance when created.
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TRICK ABACUS (Merchant only)
+1 Finance
5% chance when created and not >=town hall exists.
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PETS
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Only Black Stallion and Trusty Steed can be moved between characters.
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;No trigger exists.
BLACK STALLION
+25% to Movement Points (gives armies the ability to forced march)
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;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)
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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.
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PET MONKEY (Spy only - N/A for north and south european cultures)
+1 to agent's skill
5% chance when created and >= market exists.
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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.
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;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.
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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.
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YAPPY LITTLE DOG (Princess only)
-1 Charm
5% chance when coming of age.
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