recursal/Fanatic-Fandom huggingface dataset:
Rider (Fate/Advent)

**Personal Skill(s)** | Solar Nexus (E → D++ → B- → A+++ → EX)  Pioneer of the Stars (EX)

**Assassin** is a participant of the Oceanic Holy Grail War, formerly serving under his Master, Marco Angelo. He traveled from Italy to Oceania, alone, to join in the Holy Grail War and acquire the Holy Grail itself, where he seeks to make a wish of his own from it.

## Class Skills

### Magic Resistance

**Magic Resistance** (対魔力, Tai-Maryoku, localized as "Anti-Magic") grants protection against magical effects. Differing from the Resistance effect that merely rejects Magical Energy, this ability cancels the spells altogether.

 Upon his summon, Rider did not possess Magic Resistance due to the broken summoning system used by ???.

### Riding

**Riding** (騎乗, Kijō, localized as "Dragoon") is a Class Skill of Rider and Saber class Servants, denoting the ability to ride mounts and vehicles. Rider-class Servants will typically possess a high rank. It is said that dragon type mounts are an exception, requiring a different ability other than Riding.

 Upon his summon, Rider did not possess Magic Resistance due to the broken summoning system used by ???.

## Personal Skills

### Solar Nexus

**Solar Nexus** (ソーラーネクサス, Sōrā Nekusasu) is a Skill that cements the idea that Manco Capac is but a fraction of the Sun itself, receiving benefits so long as its light is able to reach him. Upon his initial summon, Manco only possessed this Skill, despite being at an extraordinarily low rank.

 Originally, Rider was known to be Inti, the Sun itself. However, after overseeing humans and being displeased with how they functioned, it split off itself in the form of a creation, thus creating Manco Capac, and then sending this creation to Earth. However, being an aspect of Inti, Rider is still tied to the Sun itself and is still using the Sun's own powers for himself. This connection is done via many different ways, but the most notable would be from the Magical Paths tied between Rider and the Sun itself. As such, Rider is constantly receiving Mana from the Sun so long as its light touches his body. The Sun is seen as a celestial body that helps planets thrive, as well as keep them in place. Without it, life on planets, if any, would continue to decline until nothing existed. This Skill enhances this relationship to the extreme, but due to it holding an E in ranking, it is only able to supply Rider Mana. While Rider is able to keep himself stable so long as the Sun is out, not needing his Master's own Mana, if the Sun were to not be able to reach Rider, this Skill would be completely ineffective, thus resulting in Rider having to take in his Master's Mana for himself.

## Trivia

* Rider uses the design of Yuri from the manga series Mahou? Sonna Koto yori Kinniku da!
* Credit to the Type Moon Wikia for all of the material used from it.
Brigand Poacher

**Equipment**

* Has a Short Bow or Staff Sling
	+ Has a Wooden Stick or Knife
* Has a Leather Wraps (20)
* Has a Headscarf (20), Mouthpiece (10) or no helmet at all (50% chance)

**Skills**

**Strengths**

* Usually fight together with raiders and thugs
* As with all ranged weapons, can wreak havoc on lightly armored brothers

**Tactics**

* Outgun them with your archers
* Use dogs to distract them
Bandages

###

Costs 6 AP and builds up 5 fatigue either to use it on self or an adjacent mercenary

### Special

Removes  Bleeding status effect from a character it is used on

### Special

Heals and removes newly sustained (fresh) Grazed Neck, Cut Artery and Cut Neck Vein temporary injuries

### Special

Cannot be used if engaged in melee, either self or a brother being healed

## Description

*Clean bandages that can be used in combat to apply pressure to bleeding wounds and stop any hemorrhaging.*

## Where Can They Be Found?

* Can be bought at a Marketplace.
	+ Herbalist's Grove increases availability.
Alp Nightmare 1

* "Someone slash it off!"
	+ (nothing happens)
* "Burn it in the fire!"
	+ (nothing happens)

* It has to be night-time
* Your campaign is at least 20 days old
* Have at least 3 brothers

* Score = 3

* Both options claim to kill a high-level brother horribly and all brothers get a  bad mood
* Don't Alt-F4, you get notified that this was just a dream shortly after
Caravan Hand (Enemy)

**Equipment**

* Has a low tier or mid tier weapon
* Has light body armor (20-50)
* Has light headgear (30-40) or no helmet at all (67% chance)
* Rarely has a shield (33% chance)

**Skills**

**Strengths**

* None, they act as distractions

**Tactics**

* Tend to instantly charge the enemy or leave the formation and stand next to the caravan donkey
* Easy to kill with a flail without a helmet
* Easy to kill via ranged attacks due to having no ranged defense
* Kill those with scramasaexes and maces first
Piloto 1

Piloto 1 Es una película de Namco en 2001 hecho por kemmi adachi en Japón en 2004

## Argumento

La película cuenta la historia de la perrita Chihuahua llamada Chloe, quien es originaria de Beverly Hills. Su dueña, Viv se va de viaje de negocios y deja a Chloe con su sobrina Rachel Mientras está a cargo de Chloe, Rachel es invitada a ir de vacaciones a México, y se lleva a Chloe con ella. Durante las vacaciones, Chloe se harta de estar con Rachel y una noche que esta se va a una discoteca con sus amigas, Chloe se escapa y la secuestran. Se la llevan a Ciudad de México, donde conoce a otros perros que la ayudarán a encontrar la fuerza necesaria para que vuelva casa, proceso durante el cual, vivirá un sinnúmero de aventuras. La consentida perrita, al encontrarse sola por primera vez en su vida, deberá confiar en sus inesperados nuevos amigos, entre ellos un rudo pastor alemán conocedor de las calles y que responde al nombre de Delgado, así como el tierno cachorro Papi, quien intentará conquistar su corazón. Alejada de los lujos a los que está acostumbrada, entre ellos el spa y la tienda exclusiva de la calle Rodeo Drive, de Beverly Hills, Chloe intentará desesperadamente reunirse con su dueña, “La tía Viv” cuya sobrina extravió a la cachorrita de forma accidental durante sus vacaciones en México. Rachel tampoco se dará por vencida, pues también intentará por todos los medios posibles y con la ayuda de sus amigos, encontrar a la amada mascota de su tía, por lo que iniciará una desesperada búsqueda para llevar a Chloe y Papi de vuelta a su hogar y tenerla de nuevo entre sus brazos, pies y manos.

## Personajes

* Papi
* Sebastián
* Rafa
* Tia Viv
* Chloe
* Rachel Ashe Lynn
* Sam Cortez
* Chucho
* Delgado
* El Diablo
* Moctezuma
* Oficial Ramírez
* Manuel
* Vendedor de la tienda
Anatomist vs Dog

* "Yes, do it."
	+ If you have a  Houndmaster the  Anatomist suffers heavy wounds
	+ Otherwise 50% chance the  Anatomist gains a  level up and your dog is killed
	+ 50% chance the  Anatomist suffers a  Missing Finger and your dog is killed
* "No, I don't think so."
	+ The  Anatomist gains a  bad mood

* You must have at least 1 wardog or warhound

* Score = 10
Butcher's Cleaver

## Description

*A tool with a thick rectangular blade used for hacking through meat and bone.*

## Where can it be found?

* Can be bought at a Marketplace.
	+ Pig Farm increases availability.
* Can be looted from Brigand Thug, Nomad Cutthroat, Indebted, Peasant, Militia, Wiederganger, Wiederganger (Nomad), Necromancer.
* Possible starting weapon of new mercenaries: Butcher.
Ancient Temple

* "Forget those ruins, we're moving on." (nothing happens)
* "We'll go in."
	+ "Let's do it." (you gain 1  flask of blessed water)
		- "Nevermind his tears, watch his hands!"
		- "From the brink a broken man must be saved."
		- "Chirp. Chirp chirp chirp?"
		- "What?"
			* "Seems dangerous. Let's get out now." (you gain 1  flask of blessed water and the event ends)
			* "Might as well see." (you gain 1  flask of blessed water)
				+ "Dust." (you gain 1  (flask of blessed water)
				+ "Go fark yourself!" (you suffer a  pierced arm muscles injury and gain 1  flask of blessed water)
				+ "Help me kick in that gate, brother!"
					- "Well, fine. You can join us." (the event ends)
					- "No, that's not happening." (the event ends)
Bounty Hunter

**Equipment**

* Has a Billhook, Pike, Spetum, Warbrand, Handaxe, Flail, Morning Star, Boar Spear, Arming Sword, Falchion, Battle Whip or Dagger
	+ Has a Bundle of Throwing Axes or Bundle of Javelins (50% chance)
* Has a Mail Hauberk (150), Basic Mail Shirt (115), Leather Lamellar Armor (95), Patched Mail Shirt (90), Padded Leather (80) or Rugged Surcoat (55)
* Has a Kettle Hat with Mail (215), Nasal Helmet with Mail (200), Nordic Helmet (125), Kettle Hat (115), Nasal Helmet (105), Reinforced Mail Coif (100), Mail Coif (80), Headscarf (20) or no helmet at all (10% chance)
* Has a Wooden Shield, Heater Shield, Kite Shield or Throwing Net

**Skills**

**Strengths**

* Has  Duelist if he has a Dagger

**Tactics**

* You can only encounter them during a Drive Away Bandits contract
* Easy to kill with a flail without a helmet
* Use nets to reduce their defenses
* Make use of the surround mechanic to increase hit-chance

**Equipment**

* Has a hunting bow or crossbow and a scramasax, dagger, hatchet or bludgeon
* Has medium armor (35-115)
* Has light headgear (20-50) or no helmet at all (50% chance)

**Skills**

**Strengths**

* ?

**Tactics**

* You can only encounter them during a Drive Away Bandits contract
* Use dogs to distract them
* Try to engage in melee as fast as possible
* Try to shoot them with your archers
Beast Slayers

**Backgrounds**
 Beast Slayer (lvl.2),  Beast Slayer (lvl.2),  Beast Slayer (lvl.2)
**Resources**

**Special**

* 10% increased buying prices
* 10% lower selling prices
* Can see tracks from further away
* 50% chance to get additional beast trophies (100% from the kraken)
* your brothers start wounded and with disgruntled mood
* one brother starts with a temporary injury
Blazing Deserts Preview, Part I

Welcome to the first part of our preview video series on the upcoming ‘Blazing Deserts’ DLC. To kick things off, Jan will take you on a quick tour through the extended world map, the town screen of the city states, the Gladiators origin and the arena feature.

The ‘Blazing Deserts’ DLC will release on August 13th for the price of $14,99 or your regional equivalent. You can already wishlist it on Steam right here..
Bludgeon

## Description

*A spiked metal head on a wooden shaft, crude but effective in bashing in heads.*

## Where can it be found?

* Can be bought at a Marketplace;
	+ Goat Pens, Gatherer's Hut increase availability.
* Can be looted from
	+ melee: Brigand Thug, Nomad Cutthroat, Caravan Hand, Militia, Militia Veteran, Wiederganger, Armored Wiederganger, Wiederganger (Nomad).
	+ ranged: Brigand Marksman, Mercenary Marksman, Bounty Hunter Marksman, Militia Marksman.
* Can be found in the Graverobber Finds Item, Hidden Cache Forest, Pimp and Harlots events.
* Possible starting weapon of new mercenaries: Caravan Hand, Deserter, Manhunter, Militia.
* Davkul Cultists, Manhunters origin starting weapon.
Armed Peasant

**Equipment**

* Has a knife, pitchfork, wooden stick or pickaxe
* Has light body armor (5-35)
* Has light headgear (20-30) or no helmet at all (67% chance)
* Never has a shield

**Skills**

**Strengths**

* None

**Tactics**

* Crush them, it is impossible to lose a fight against them (as long as you are not totally undergeared, injured and/or outnumbered)
Adopt Warhound

* "He'll fit right in with us."
	+ 70% chance: You gain a Warhound with the name "Warrior"
	+ 30% chance: The dog has died
* " Houndmaster /  Barbarian, you've dealed with hounds before, right?"
	+ 100% chance: You gain a Warhound with the name "Warrior"
* "Just put it out of its misery."
	+ (nothing happens)

* You are in the top 30% part (north) of the global map
* Have at least 1 free slot in your inventory

* Score = 5
Antidote

###

Costs 3 AP and builds up 5 fatigue either to use it on self or give it to an adjacent mercenary with a free bag slot

### Special

Removes any type of Poisoned status effect

### Special

Grants immunity to any Poison for 3 turns

## Description

*An antidote for various types of poisons. Tastes quite bitter.*

## Where Can They Be Found?

* Can be bought at a Marketplace in settlements with Herbalist's Grove.
* Can be bought from an Alchemist in more quantity.
* Can be crafted at a Taxidermist from 2  Jagged Fangs for 50 .
* Can be created by a Witchhunter  from  Jagged Fangs in the Witchhunter Ghoul Teeth event.
* Can be found in the Greenskins Investigation and Dried Oasis events.
Break Greenskin Siege

Destroy any greenskin  siege engines and greenskins around the settlement.
* Available during the greenskin invasion.
* Company of soldiers is dispatched at the start of the contract. They move to reinforce settlement defenses. You could take advantage of it as they engage any greenskin forces they meet on their way to the besieged settlement.
* You usually destroy 2-3 raiding parties and 1-2 siege engine camps.
* The player can resupply in besieged settlement without a problem.
Bundle of Heavy Javelins

## Description

*A set of heavy, rugged-looking javelins. Harder to throw and hit with, but more impactful.*

## Notes

* Bonus accuracy on close range
* Can be carried alongside shield
* Cannot be thrown if engaged in melee
* While equipped, the unit has no zone of control and can't perform attacks of opportunity
* Benefits from Duelist and Throwing Mastery perks
* Doesn't benefit from *Double Grip*
Delta

**Delta** Antes Se Llamaba Dennis Es El Personaje Mayor de La Serie

## Apariencia

Delta Lleva una Camisa Purpura Con Manchas Rosadas y Falda Purpura Con Manchas Rosadas
Y Calcetas blancas y zapatos negros

## Amigos

* Papi
* Sebastián (Algunas Veces)
* Tom
* Catherine (Tia)
* Diggs
* Billy
* Cleo (Algunas Veces)
* Stuart Little
* Delgado (Algunas Veces)
* Chloe (Algunas Veces)
* Debbie
Apotheosis Potion

## Description

*This fantastic concoction is the pinnacle of what research on human anatomy has yielded. The few that know of its existence claim that to consume it is to ascend to a higher state of being, something beyond a mere human.*

## Where Can They Be Found?

* Begin the game with one as part of the Anatomists origin.

## Notes

* Mutates the body, causing sickness
* Unlike the other Anatomists potions there is no way to regain this if you lose it
Bundle of Crude Javelins

## Description

*A bunch of crudely made javelins intended for throwing at targets. Have limited range and are exhausting to throw, but may inflict devastating injuries. Can also inflict minor damage to shields if those are hit instead.*

## Where can it be found?

* Can be looted from Barbarian Thrall, Orc Young

## Notes

* Bonus accuracy on close range
* Can be carried alongside shield
* Cannot be thrown if engaged in melee
* While equipped, the unit has no zone of control and can't perform attacks of opportunity
* Benefits from Duelist and Throwing Mastery perks
* Doesn't benefit from *Double Grip*
Apothecary's Miracle

## Description

*A powerful remedy against many common illnesses and diseases, to reduce inflammation, and to support the body's natural healing. Characters treated with this drug will recover faster from injuries, just like if they've been treated at a temple.*

## Where Can They Be Found?

* Can be crafted at a Taxidermist from  Mysterious Herbs and an  Unhold's Heart for 250 .

## Notes

* Doesn't shorten the duration of the Sick 'injury', which also cannot be 'treated' in the Temple. But The Surgeon decreases sickness duration down to 1-2 days.
Karate Choppers

**"Karate Choppers"** is an episode ***(14b)*** in Season 1 of SpongeBob SquarePants.

## Reviews

### AFallenPower

It's pretty good, but not good as SB-129. **7/10.** AFallen***Power*** (Talk • Contributions) 15:53, August 15, 2017 (UTC)

### DanzxvFan8275

There are some minor dull moments, but other then that, **8/10**, **great episode**. **Phillydan25** **(talk)** 20:14, August 15, 2017 (UTC)
Black Market

* "Let's get that brain-looking thing for 100 crowns."
	+ 85% chance you lose 100  get a  and the  Anatomist gains + 200 and a  good mood
	+ 15% chance you lose 100  get  and the  Anatomist gains a  bad mood
* "I'll take the big heart for...550 crowns, is it?"
	+ 95% chance you lose 550  get a  and the  Anatomist gains + 200 and a  good mood
	+ 5% chance you lose 550  get  and the  Anatomist gains a  bad mood
* "I'll pay the 200 crowns for that...some kind of gland?"
	+ 90% chance you lose 200  get a  and the  Anatomist gains + 200 and a  good mood
	+ 10% chance you lose 200  get  and the  Anatomist gains a  bad mood
* "We can't afford such indulgences." (nothing happens)

* You must have at least 650
* You must have at least 1 free inventory slot
* You must be within 3 tiles of a town
* You must have at least 1 Anatomist

* Score = 10
Bloodgate Brew

## Description

*Brewed with a previously unkown gland from the savage desert hyena, this hearty brew transforms even the frailest man into a font of endurance. Even the most grevious of wounds will stop bleeding and close in a fraction of the time.*

## Where Can They Be Found?

* Playing as the Anatomists origin slay a Hyena for the first time.

## Notes

* Mutates the body, causing sickness
* You can only have one of this potion, though if the brother who drank it is killed you can acquire another
Anatomist Helps Blighted Guy 2

* You must have taken in the blighted man as part of the Anatomist Helps Blighted Guy 1 event
* He must have been in your company for at least 5 days
* He must no longer be sick or injured

* Score = 25

* Compared with the stats you would expect a normal milita to get and taking into account the vagabonds' rolls this event makes the brother +2 , +2 , +4 , +1.5 , +11.5 , +6 , +2  and 3.5  better than a regular millita
Barbarian Volunteer

* "You've found a new tribe, friend."
	+ You gain a Barbarian brother that has a Warhound equipped
* "We have no need for you."
	+ (nothing happens)

* You have to be on a road
* You are in the top 30% part (north) of the global map
* Have a free slot in your roster

* Score = 5
* Score = 20 (if you play the Northern Raiders origin)

* You can get this event even when you don't play the Northern Raiders origin, but it is 4 times less likely
Sasuke Uchiha

**Sasuke Uchiha** is a chunin-class shinobi and the sole surviving member of the Hidden Leaf Village's Uchiha Clan, as well as the current reincarnation of Indra Otsutsuki and the leader of Team Taka. He is also the main deuteragonist of the *Naruto* franchise. After winning the Fourth Great Ninja War (in a different Naruto timeline than the main timeline), his goal now is to redeem himself and regain trust to the Five Great Nations while remaining in his home village to train and get stronger.
Captured Oathbringer

* Kill him:
	+ You gain Heavy Mail Coif or Adorned Mail Shirt and 75% of your brothers and all Oathtakers get good  mood. Brothers who are Offended by Violence will get a bad  mood instead.
* Torture him:
	+ 80% Chance: You gain Adorned Warrior's Armor or Adorned Closed Flat Top and an Arming Sword, Fighting Axe, Military Cleaver or Heater Shield and 75% of your brothers and all Oathtakers get good  mood. Brothers who are Offended by Violence will get a bad  mood instead.
	+ 20% Chance: One of your Oathtakers suffers heavy wounds and gains Cut Neck Vein temporal injury and gets a bad  mood.
* Let him go:
	+ 75% of your brothers and all Oathtakers get bad  mood

* Your campaign is at least than 35 days old
* You haven't obtained Young Anselm's Skull and Jawbone yet

* Score = 7
Black Monolith

**On the first visit:**

* "Go in."
	+ "To the end!" (the monolith fight starts)
		- You will face:
			* 8  Ancient Legionary
			* 7  Ancient Legionary with polearms
			* 6  Necrosavants
			* 14  Ancient Honor Guards
			* 8  Ancient Honor Guards with polearms
			* 3  Ancient Priests
			* 1  The Conqueror
* "Fall back." (nothing happens)

**After the battle:**

* "I should take a closer look at that armor."
	+ "I'm alright."
		- You gain  The Emperors Armor
Brigand Raider

**Equipment**

* Has a Woodcutter's Axe, Two-Handed Mallet, Hooked Blade, Pike, Boar Spear, Flail, Handaxe, Morning Star, Falchion or Shortsword
	+ Has a Bundle of Throwing Axes or Bundle of Javelins (25% chance)
* Has a Worn Mail Shirt (110), Leather Lamellar Armor (95), Patched Mail Shirt (90), Padded Leather (80) or Rugged Surcoat (55)
* Has a Padded Dented Nasal Helmet (110), Nasal Helmet (105), Rusty Mail Coif (70), Headscarf (20) or no helmet at all (25% chance)
* Often has a Wooden Shield or Buckler (66% chance)

**Skills**

**Strengths**

* Come with a vide variety of weapons, some of which can be very threatening early on
* Usually fight in larger groups together with brigand marksmen

**Tactics**

* Easy to kill with a flail without a helmet
* The ones armed with two-handers are usually the highest threat out of the whole group and are susceptible to ranged attacks
* If they do not charge instantly, kill their brigand marksman with your ranged brothers and as a result force them to charge, then weaken them with your ranged brothers and form a shield wall
* If they do not charge even after their brigand marksman are killed, try to move a brother on one of their wings, they will loosen their formation and you can charge in
* Can be easily provoked into moving to attack your brothers, limiting them to one strike and leaving your brothers fresh to attack twice, placing a brother with two spaces between them and a brigand is effective

**Equipment**

* Has a Woodcutter's Axe, Longaxe, Two-Handed Mallet, Two-Handed Mace, Two-Handed Wooden Flail, Longsword, Warbrand, Hooked Blade, Pike, Arming Sword, Military Pick, Scramasax, Boar Spear, Flail, Handaxe, Morning Star, Falchion or Shortsword
	+ Has a Bundle of Throwing Axes, Bundle of Javelins or Throwing Spear (35% chance)
* Has a Worn Mail Shirt (110), Patched Mail Shirt (90), Padded Leather (80) or Rugged Surcoat (55)
* Has a Nasal Helmet with Rusty Mail (140), Padded Dented Nasal Helmet (110), Nasal Helmet (105), Rusty Mail Coif (70), Headscarf (20) or no helmet at all (15% chance)
* Often has a Wooden Shield or Kite Shield (75% chance)

**Skills**

**Strengths**

* Gains +5 , +5  after day 40
* Come with a vide variety of weapons, some of which can be very threatening early on
* Usually fight in larger groups together with brigand marksmen

**Tactics**

* Easy to kill with a flail without a helmet
* The ones armed with two-handers are usually the highest threat out of the whole group and are susceptible to ranged attacks
* If they do not charge instantly, kill their brigand marksman with your ranged brothers and as a result force them to charge, then weaken them with your ranged brothers and form a shield wall
* If they do not charge even after their brigand marksman are killed, try to move a brother on one of their wings, they will loosen their formation and you can charge in
* Can be easily provoked into moving to attack your brothers, limiting them to one strike and leaving your brothers fresh to attack twice, placing a brother with two spaces between them and a brigand is effective
Alp Rework

We’re back from vacation with a rework of everyone’s favorite opponent, the Alp.

Why do a makeover? The intention is to have Alps provide unique encounters and challenges with a puzzle-esque element that is solved differently each time, unlike with the first iteration of Alps, while also be fun and without the tedium that now plagues the second iteration of Alps. All while staying true to their lore.

What’s changed? Alps now work like this: They no longer spawn any shadows. Instead, they attack themselves at medium range. They get a unique passive ability as well as two familiar spells, each with two tiles range, and any combination of the two can be cast per turn.

Their ‘Sleep’ spell will inflict the ‘Sleeping’ status effect, which works similarly to ‘Stunned’ in that a sleeping character is unable to act. However, sleeping characters can be woken by adjacent allies, just like you can free adjacent allies from webs, and using the ‘Rally’ skill wakes up every ally within 4 tiles as well. The effect of the spell can also be resisted in the first place with a successful Resolve check. Finally, after 2 turns (or 1 with the ‘Resilient’ perk), characters wake up on their own again.

The ‘Nightmare’ spell of Alps can only be cast on targets with the ‘Sleeping’ status effect. It inflicts damage that scales inversely with the Resolve of the target (like attacks from shadows did), but can not be resisted entirely. Once a target receives damage like this, it wakes up and loses the ‘Sleeping’ status effect.

Unique among all opponents in the game is the new passive ability of Alps, which works like this: Each time any Alp receives damage, all Alps on the battlefield, with the exception of those stunned or rooted, shuffle to a different position within 2 tiles range of your men. In other words, each attack on an Alp will change the look of the battlefield and will have you reevaluate your priorities, which mirrors how they’re besieging your mind in the lore.

What does all of that mean? Fighting Alps is now much quicker, it’s different each time, and there’s much less incentive to strip everyone naked before each fight because fatigue is not the deciding factor. The strength of Alps also scales less with their numbers, which makes them viable opponents from the early game until the late game. They’re not the most dangerous opponent in the game, but they can and probably will kill some of your men.

**Changelog for 1.3.0.24**

* Changed mechanics of Alp. See above for details.
* Fixed characters unable to move out of a zone of control when their opponent is armed with a three-headed flail.
* Fixed exploit that allowed the player to lose effective fatigue by switching to items on the ground.
* Fixed various minor issues such as typos..
Brigand Marksman

**Equipment**

* Has a Short Bow or Light Crossbow
	+ Has a Knife
* Has a Leather Wraps (20)
* Has a Headscarf (20), Mouthpiece (10) or no helmet at all (50% chance)

**Skills**

**Strengths**

* Dangerous in the early game, when they can wound and kill your lightly armored brothers easily.

**Tactics**

* Try to take them out with your ranged brothers
* Focus on those that come armed with crossbows
* Flank their battle line and engage them in melee, if possible
* Frequently left exposed when their melee counterparts charge, leaving them vulnerable to ranged fire

**Equipment**

* Has a Short Bow, Hunting Bow, Light Crossbow or Crossbow
	+ Has a Dagger, Knife, Hatchet or Bludgeon
* Has a Blotched Gambeson (70), Padded Surcoat (50), Thick Tunic (35) or Leather Wraps (20)
* Has a Full Leather Cap (45), Open Leather Cap (40), Hood (30), Headscarf (20), Mouthpiece (10) or no helmet at all (50% chance)

**Skills**

**Strengths**

* Has  Bullseye after day 20
* Gains +5  after day 40
* Dangerous in the early game, when they can wound and kill your lightly armored brothers easily.

**Tactics**

* Try to take them out with your ranged brothers
* Focus on those that come armed with crossbows
* Flank their battle line and engage them in melee, if possible
* Frequently left exposed when their melee counterparts charge, leaving them vulnerable to ranged fire
Arming Sword

## Description

*A lightweight, straight sword suitable for slashing, thrusting and swinging.*

## Where can it be found?

* Can be bought from a Weaponsmith.
	+ Surface Iron Vein increases availability.
* Can be looted from Brigand Raider, Disguised Bandit, Brigand Leader, Mercenary, Bounty Hunter, Caravan Guard, Militia Captain, Hedge Knight, Swordmaster, Footman, Sergeant, Fallen Hero.
* Can be found in the Anatomist Dead Knight, Anatomist Old Patient, Anatomist Exhumes Hero, Civilwar Ambush, Civilwar Refugees, Civilwar Wounded Soldier, Disowned Noble Welcomed Back, Graverobber Heist, Greenskins Investigation, Kid Blacksmith, Sellsword Retires, Spooky Forest events.
* Possible starting weapon of new mercenaries: Adventurous Noble, Oathtaker, Swordmaster.
* Company Origin starting gear: Oathtakers (1).
Assassin

Members of a secretive ritualistic cult, Assassins deal in death and provide murder as a service. They have no political ambition beyond the continued survival of their cult and that of their warped philosophy, and so act only in service to other parties, like individual city states. They’re not encountered roaming on the world map, but exclusively as part of contracts and events.

In battle, Assassins wear traditional black robes over finely crafted mail. Many also choose to exchange their own face for that of their master and founder of their cult, the old man on the mountain, by wearing metal face masks. Assassins have a nimble combat style and employ a variety of alchemical contraptions like Flash Pots and Smoke Pots to daze their opponents and move freely between them, only to then use a Qatal Dagger for greater impact on their debilitated victims.

**Equipment**

* Has a Qatal Dagger or Shamshir
* Has an Assassin's Robe (120)
* Has an Assassin's Head Wrap (40) or Assassin's Face Mask (140)

**Skills**

**Strengths**

* He can throw any combination of up to 2 Flash Pots and/or Fire Pots each combat

**Tactics**

* Will wait until the lines are closed before making their move, most likely going around the flanks
* Can use Footwork to ignore zone of control
* High initiative, Relentless and light armor means they can stack lots of Overwhelm and has higher mdef than the statline would indicate due to Dodge.

* Nets are essential
* Lacks resilient, so you may be able to get great value out of poison
* Since they don't have Steel Brow, a three headed flail could be devestating if they come with the head wrap and not the face mask
* If you don't care about their armor, cleavers are probably the best choice here
* However, due to how fatigue efficent both the robes and face mask are for nimble brothers, you probably do. This makes battling assassins much harder since they will have to be kept occupied by Taunting brothers through the entire fight.
* Will use Adrenaline if he's up against a target who is faster in the turn order, so don't bother trying to stack overwhelm on him unless he's already tired out
Bundle of Throwing Axes

## Description

*Small axes to be thrown in an overhand motion towards a target. Heavy enough to inflict serious damage to armor and shields from range.*

## Where can it be found?

* Can be bought from a Weaponsmith and a Fletcher
* Can be looted from Brigand Raider, Disguised Bandit, Brigand Leader, Mercenary, Bounty Hunter, Caravan Guard, Gladiator, Barbarian Thrall.

## Notes

* Bonus accuracy on close range
* Can be carried alongside shield
* Cannot be thrown if engaged in melee
* While equipped, the unit has no zone of control and can't perform attacks of opportunity
* Benefits from Duelist and Throwing Mastery perks
* Doesn't benefit from *Double Grip*
Cat Potion

## Description

*Be quick as a cat! This potion promises to heighten your senses, and sharpen your reflexes.*

## Where Can They Be Found?

* Can be bought from an Alchemist.
* Can be crafted at a Taxidermist from an  Adrenaline Gland and a  Parched Skin for 150 .

## Notes

* Can cause Sick (temporary injury).
* Frequent use of potions can result in gaining Addict trait, Addict Steals Potion and tragic Alp Nightmare 2 events.
Armored Wiederganger

**Equipment**

* Has a Handaxe, Scramasax, Bludgeon, Hatchet, Shortsword or Militia Spear
* Has a Basic Mail Shirt (115), Worn Mail Shirt (110), Patched Mail Shirt (90), Padded Leather (80) or Rugged Surcoat (55)
* Has a Padded Kettle Hat (140), Kettle Hat (115), Padded Dented Nasal Helmet (110), Mail Coif (80), Full Aketon Cap (50), Full Leather Cap (45) or Aketon Cap (40)
* Body armor and headgear starts with 50% durability (66% chance)
* Never has a shield (except when he is a bodyguard for a necromancer)

**Skills**

**Strengths**

* Mindless (no resolve checks)
* Has no fatigue at all
* Immune to bleed, poison and injuries
* Has a 66% chance to rise again from the dead
* Can be reanimated by a  Necromancer
* Has Old Wooden Shield or Decayed Heater Shield and  Shield Expert if he is a bodyguard of a  Necromancer
* Can pick up any weapon from ground to use in combat
* Unaffected by  Nighttime debuffs
* Does 100% more  damage after day 20
* Does 10% more  after day 90

**Tactics**

* Do everything to prevent yourself from being surrounded, they rely on Backstabber to make up for their terrible melee attack skills.
* They can only attack once per turn unless possessed.
* Their bite is fairly dangerous against unarmored brothers.
* You can pick up their weapon before they rise again
* Spear wall is very effective
* Decapitate to prevent reanimation (Cleaving Weapons help additionally with decapitating)
* A brother with Bloodthirsty trait often beheads them or smashes their head upon head hit, if the weapon allows
* Easy to kill with a flail without a helmet
* Use daggers to puncture and loot their armors (worth early game)
Anatomist vs Asthmatic

* "Do it but be careful."
	+ 50% chance the  Asthmatic trait is removed and the brother suffers heavy wounds and gains a  good mood
	+ 50% chance the  Asthmatic brothers suffers a  Pierced Lung and  bad mood, the Anatomist also gains a  bad mood
* "Do it, and use whatever means necessary."
	+ The  Asthmatic is replaced with the  Iron Lungs trait as well as 2 random traits from the "loot" table
* "No, I won't risk his life on this"
	+ The  Anatomist gains a  bad mood

* Bloodthirsty
* Brute
* Cocky
* Deathwish
* Dumb
* Gluttonous
* Impatient
* Irrational
* Paranoid
* Spartan
* Superstitious

* You must have at least 1 Anatomist
* You must have at least 1  Asthmatic brother who is not an  Anatomist

* Score = 5 for every  Asthmatic Brother who is not an  Anatomist

* This event cannot cure an  Asthmatic  Anatomist
Caravan Guard

**Equipment**

* Has a boar spear, arming sword, shortsword, handaxe or falchion
* Has a throwing weapon (35% chance)
* Has medium body armor (30-95)
* Has medium headgear (30-130) or no helmet at all (25% chance)
* Has a wooden shield

**Skills**

**Strengths**

* Shield expert, decent fatigue and light armor means that they will be in shield wall very often, and will be hard to hit whilst they are using it.
* Mid tier weapons that can be a threat to a early game company that decides to opt for hunting down caravans.

**Tactics**

* Tend to instantly charge the enemy or leave the formation and stand next to the caravan donkey
* Focus on those that come armed with boar spears, arming swords and falchions over those that have shortswords or handaxes.
* Surround them to have an easier time scoring hits.
* Easy to kill with a flail without a helmet. Note that whilst flails do bypass shields, they do not bypass shield wall.
* Kill all caravan hands before engaging them to force resolve checks.
Billman

**Equipment**

* Has a Billhook, Pike or Polehammer
* Has a Mail Shirt (130), Basic Mail Shirt (115), Gambeson (65) or Padded Surcoat (50)
* Has a Flat Top with Mail (230), Kettle Hat with Mail (215), Nasal Helmet with Mail (200), Padded Flat Top Helmet (150), Padded Kettle Hat (140), Padded Nasal Helmet (130), Flat Top Helmet (125), Kettle Hat (115), Nasal Helmet (105), Mail Coif (80), Full Aketon Cap (50), Aketon Cap (40), Headscarf (20) or no helmet at all (33% chance)
* Never has a shield

**Skills**

**Strengths**

* Stays in formation and deals high damage from the back row.
* Polehammers and billhooks are capable of destroying most mid tier armor in a single attack, rendering their targets vulnerable to attacks from the rest of the formation or killing them outright
* Backstabber means they will have an considerably easier time hitting enemies surrounded by a footmen shield wall.
* Readily uses repel to protect their vulnerable units and hook to draw enemies into being surrounded, if they have the appropriate weapon.

**Tactics**

* Since they have no shields and have mediocre armor at best, they are very vulnerable to all attacks that can reach them
* Focus on those with billhooks and polehammers over those with pikes.
* Attempt to shoot them with your archers and crossbowmen if the enemy group has no arbelasters of their own that will demand your attention.
* Attempt to disrupt or break through the footmen in front of them, after the billmen fall the encounter becomes far less dangerous.
* Attempt to flank them after the engagement has started so there are no footmen to guard them there.
* The Split skill of two handed swords and Bardiches can be used to great effect.
Alp

The **Alp** is a pale and haggard creature. It encroaches on settlements in the cover of night, invading the sleep of its helpless inhabitants with ghastly visions, and feeding on the fear and anguish of its victims like a parasite. Scholars speculate that Alps didn’t always look and behave like they do now; most Alps have eye sockets, but no eyes, and mouths with teeth, but only a rudimentary digestive system. Their pale skin peels like old parchment, their bones are frail, and their insides are dark and show signs of decay. Perhaps the Alp is the victim of an ancient curse, or perhaps it simply evolved from a different creature to the nocturnal predator it is now. Whatever it is, don’t fall asleep!

Fun-fact: In german, nightmares are called "Alptraum" = Alp-dream (Which congruents to Nightmare)
Bundle of Spiked Bolas

## Description

*Small and heavy iron balls with metal spikes to be hurled at a target.*

## Notes

* Bonus accuracy on close range
* Can be carried alongside shield
* Cannot be thrown if engaged in melee
* While equipped, the unit has no zone of control and can't perform attacks of opportunity
* Benefits from Duelist and Throwing Mastery perks
* Doesn't benefit from *Double Grip*
Autos De Sebastián

Los Autos De Sebastián Son Objetos que Mas Han Aparecido en Varios Episodios

## Lista De Autos

Sol-Aire Cx4

* Aparece en El Gran Premio de Beverly Hills
* Aparece en Juguetes De Papel
* Es el carro de Papi Que Aparece en La Novia de Papi

Stock car C.A.T Space Car Y Speed Blaster

* Su Unica Aparicion es en Aquí Espantan

Honda S2000

* Aparece en La Novia de Papi

## Galería

El Auto De Papi Y De SebastiánSebastián el Stock Car Billy Speed Blaster Papi El C.A.T Space CarEl Auto De Sebastián Cuando Presume A Papi
Anatomist Helps Blighted Guy 1

* "In that case we're going to help him."
	+ 50% chance that man is incurable, you gain 45  and the  Anatomist gains a  good mood and + 200
	+ 50% chance the man is cured and offers to join you
		- If you refuse you gain 65  and the  Anatomist gains a  bad mood
		- If you accept you gain a naked  Vagabond with two stars in ,  and , he has a  bad mood and is  Sick for  8 days
* "This is not our problem." (nothing happens)

* You must be on a road
* You must have at least one Anatomist

* Score = 10

* If you cure the man but refuse to take him in the amount your Anatomists mood drops by is variable
* Taking in the man can lead to Anatomist Helps Blighted Guy 2
Alp Captured in a Hole

* "Alright I'll pay a bit to have a look."
	+ You play 10  and choose:
		- "You should kill it."
			* "I'll kill it myself."
				+ You gain 25-100  and 33% of your brothers suffer  light wounds
			* "Fine, let it live."
				+ Every  Beast Slayer,  Witchhunter, brother with  Fear of Beasts, Hate for Beasts,  Bloodthirsty,  Paranoid or  Superstitious trait gets a  bad mood
			* " Beast Slayer, you're an expert on these things. What say you?"
				+ You gain 25  and 1  Parched Skin
		- "Alright, uh, good luck then."
			* (nothing happens)
* "We're good."
	+ (nothing happens)

* Your campaign is at least 30 days old
* You are not on a road or snow terrain currently
* Have at least 1 free inventory slot

* Score = 5
Bundle of Heavy Throwing Axes

## Description

*Heavy and unwieldy throwing axes used by northern barbarians. Difficult to throw and hit with, but deadly.*

## Notes

* Bonus accuracy on close range
* Can be carried alongside shield
* Cannot be thrown if engaged in melee
* While equipped, the unit has no zone of control and can't perform attacks of opportunity
* Benefits from Duelist and Throwing Mastery perks
* Doesn't benefit from *Double Grip*
Anatomist Confronts Healer

* "Go on and correct him then."
	+ 50% chance the  Anatomist gains a  good mood, + 100 and you gain either some  cured venison,  mushrooms or  roots and berries
	+ 50% chance the  Anatomist gains a  bad mood and suffers light wounds, an additional 10% of your brothers suffer light wounds
* "It's not worth upsetting the locals"
	+ The  Anatomist gains a  bad mood
* " Monk can you talk some sense into him?"
	+ The  Anatomist gains a  good mood and + 50, additionaly the  Monk gains a  good mood and +1-2

* You must be within 3 tiles of a town
* The town must be Southern or Military
* You must have an Anatomist
* You must have a Monk to select the final option

* Score = 10
Arbalester

**Equipment**

* Has a Heavy Crossbow (34% chance) or Crossbow (66% chance) and a Dagger or Knife
* Has a Gambeson (65) or Padded Surcoat (50)
* Has a Mail Coif (80), Full Aketon Cap (50), Aketon Cap (40), Headscarf (20) or no helmet at all (20% chance)

**Skills**

**Strengths**

* Really powerful and dangerous, if they hit they can 2 shot a brother if you encounter them during the War of the Noble Houses and it's your first crisis

**Tactics**

* Tend to mainly stay at the wings of the formation
* Archers with bow mastery can try to shoot them without having to move
* Focus on the ones armed with heavy crossbows since they are both the most accurate and are capable of doing the most damage to you
* Can be distracted for a few turns with wardogs
Anatomist vs Iron Lungs

* "Hey, it's your body."
	+ 50% chance the  Anatomist gains Iron Lungs and a  Pierced Lung
	+ 50% chance the  Anatomist suffers a  Pierced Lung and a  bad mood
* "Not a chance."
	+ The Anatomist gains a  bad mood

* You must have at least one non Anatomist with Iron Lungs
* You must have at least one Anatomist without Iron Lungs

* Score = 5 for each non Anatomist with Iron Lungs
Bardiche

## Description

*A large axe with a long head that can be brought down on the enemy with devastating effect.*

## Where can it be found?

* Can be rarely bought from a Weaponsmith in settlements (at 70%+ 'latitude' to the north).
* Can be looted from Hedge Knight, Mercenary, Nomad Executioner.
* Possible starting weapon of new mercenaries: Gladiator, Oathtaker.
* Used by Arena Gladiators (can't be looted).

## Note

* "Split Man" Skill - damage mechanics explanation.
Adorned Full Helm

## Description

*A closed metal helm with breathing holes. Adorned with relics and lovingly maintained despite its extensive use, this is the helmet of a true questing knight.*

## Where can it be found?

* Can be looted from Oathbringer.
* Possible starting gear of new mercenaries: Oathtaker.
* Can be obtained in the Oathbreaker, Oathtaker Joins events.
Armor Attachments

Armor Attachments can be used to augment body armor, boosting the stats of the equipment in some way. Attachments are very powerful: they can add durability, reduce stamina penalty, scare enemies, or even prevent incoming damage.

Attachments can be applied to the body armor only, which can benefit from only one attachment at a time. Replacing a current attachment will irrecoverably destroy it in favor of a new one being applied.

To apply an armor attachment, the player must select a character that's wearing a body armor and then either drag the attachment onto the body armor or simply right-click the attachment.

## **Craftable:**

Many armor attachments can be crafted at a Taxidermist.

(Hint: the Cost column shows crowns required to craft an attachment at a Taxidermist.)

\* Wardog Armor can also be purchased at the Kennel.

\*\* Direwolf Pelt Mantle can be looted as already pre-attached with different armor worn by Disguised Bandits.

## **Purchasable:**

These armor attachments can be bought at an Armorer. They can be looted after destroying hostile encampments and can also be found in different events.

## **Pre-attached:**

These armor attachments are already combined with the armor which they are commonly found with. They can be replaced by other armor attachments, but will be destroyed in the process.
Axes

Axes are versatile weapons. From a utility perspective, they can deal direct damage to shields with the Split Shield attack, which can be effective against shield-carrying opponents or Schrats.

### **One-Handed Axes**

Offensively, 1-handed axes do 50% additional damage to HP on a hit to the head, which compounds with the normal head shot bonus (of +50% HP damage).

Axe Mastery perk gives these bonuses:

* Split Shield damage is increased by 50%.
* Axe skills require 25% less .

Orc Weapons require 5 additional fatigue per skill use for humans.

Skills

### **Two-Handed Axes**

Split Man skill damage mechanics are explaned here.

Longaxe has an attack range of 1-2 tiles, making it possible to attack from behind the frontline. Note that the Longaxe is not considered a polearm, so it will not receive bonuses from Polearm Mastery. Longaxe has -15% accuracy penalty for hitting adjacent targets.

Axe Mastery perk grants:

* Split Shield damage is increased by 50%.
* Round Swing gains +5% chance to hit.
* Longaxe no longer has penalty for hitting targets directly adjacent.
* Axes skills require 25% less .

Orc Weapons require 5 additional fatigue per skill use for humans.

Skills
Bird Shits on Sellsword

* "Yeah, don't dwell on it and let's get going."
	+ The brother gets a  bad mood, if you have a  Historian 25% of your brothers will also get a  good mood
* "Could this be an omen?" (Needs a  Superstitious brother)
	+ The brother that got shit on and the  Superstitious brother both get a  good mood
* "Someone bring down that plumed transgressor!" (Needs a  Hunter brother or someone with more than 70 )
	+ The brother that got shit on, the archer and 25% of your brothers get a  good mood

* It has to be day-time
* You are not on snow terrain currently
* Have at least 2 brothers

* Score = 5

* A  Lucky brother will never get hit by the birdshite
Adorned Heavy Mail Hauberk

## Description

*A heavy chainmail hauberk worn under a thick riveted jacket and reinforced with vambraces. Adorned with trophies and lovingly maintained despite its extensive use, this is the armor of a true questing knight.*

## Where can it be found?

* Can be looted from Oathbringer.
* Possible starting armor of new mercenaries: Oathtaker.
* Can be obtained in the Oathbreaker, Oathtaker Joins events.
Acid Flask

## Description

*A flask filled with the concentrate of a Lindwurm's acidic blood. It is highly corrosive to many materials and burns through armor quickly. Can be thrown at short ranges.*

## Where Can They Be Found?

* Can be bought from an Alchemist.
* Can be crafted at a Taxidermist from  Lindwurm Blood for 50 .

## Notes

* **Effect**:
	+ Reduces the affected target's current body armor value by 20%.
	+ Reduces the affected target's current head armor value by 4%. (the bug should be fixed in 1.5.0.14 patch to be 20%)
	+ Armor damage is dealt after affected unit's turn.
	+ Effect lasts for a maximum of 3 turns.
* **Protection**:
	+ Bone Platings armor attachment protects the body armor for 1 turn.
	+ Lindwurm Scale Cloak armor attachment negates effect for the body armor.
	+ Lindwurm Armor and  Lindwurm Helmet are completely unaffected by the acid.
	+ Battle Forged perk doesn't lower armor damage.
	+ Resilient perk lowers effect duration to 1 turn.
* Carried in offhand in shield slot. Shield slot is free again after usage.
* Can be used while engaged in melee, although risking possible collateral armor damage.
* Throwing Mastery perk lowers Fatigue build-up to 15.
Cart

* Gather the amount of 7,500 crowns or more, so that you can afford to buy a cart for additional inventory space. You can make money by completing contracts, looting camps and ruins, or trading.

* 100
* 27 additional inventory slots

* must have completed at least 2 ambitions
* Make Nobles Aware ambition is completed