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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