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Difference between revisions of "M2TW Characters"

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*Management
 
*Management
 
This attribute determines the character's ability to govern a province. Higher management increases income and public order in the assigned settlement.
 
This attribute determines the character's ability to govern a province. Higher management increases income and public order in the assigned settlement.
Management is a Trait that is exclusive to the Britannia Campaign and replaces Piety.
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Management is exclusive to the Britannia Campaign and replaces Piety.
  
 
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Piety determines a Priest/Imam's ability to convert a province to your faction's religion and the success rate of denouncing heretics/witches.
 
Piety determines a Priest/Imam's ability to convert a province to your faction's religion and the success rate of denouncing heretics/witches.
 
A higher Piety skill will increase the rate of conversion and the success rate at denouncing heretics/witches.
 
A higher Piety skill will increase the rate of conversion and the success rate at denouncing heretics/witches.
However, if their Piety drops to less than one, there is the danger of this agent going astray and becoming a Heretic.
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However, if their Piety drops to one, there is the danger of this agent going astray and becoming a Heretic.
  
 
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* Piety
 
* Piety
 
Piety determines a Heretic's ability to spread heresy throughout a province, the success rate of denouncing Preists/Imams, and to resist hostile actions from Priests/Imams and Assassins.
 
Piety determines a Heretic's ability to spread heresy throughout a province, the success rate of denouncing Preists/Imams, and to resist hostile actions from Priests/Imams and Assassins.
A higher Piety skill will increase the rate of conversion, the success rate at denouncing heretics/witches, and deceases the chances of being successfully denounced or assassinated.
+
A higher Piety skill will increase the rate of conversion, the success rate at denouncing Preists/Imams, and decreases the chances of being successfully denounced or assassinated.
  
 
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===Witch===
 
===Witch===
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Witches are exclusive to the Rebels faction but they appear very rarely, if at all, in the campaign. And for good reason: Witches can inflict harmful effects on enemy characters, making them a potentially dangerous agent if they're ignored and allowed to roam the map unfettered.
 +
 
*Magic
 
*Magic
 
Magic determines a Witch's ability to cast harmful effects on enemy characters and resist hostile actions from Priests/Imams and Assassins.
 
Magic determines a Witch's ability to cast harmful effects on enemy characters and resist hostile actions from Priests/Imams and Assassins.
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===Inquisitor===
 
===Inquisitor===
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The Inquisitor is an agent that is exclusive to the Papal States faction and is tasked with eliminating Non-Catholic characters and influences.
 +
 
* Piety
 
* Piety
Piety determines an Inquisitor's ability to put an enemy of the faith on trial and having them executed.
+
Piety determines an Inquisitor's ability to put a potential enemy of Catholicism on trial and having them executed.
 
A higher Piety skill will increase the success rate of an inquisitorial conviction and execution.
 
A higher Piety skill will increase the success rate of an inquisitorial conviction and execution.
  

Revision as of 02:49, 29 November 2018

Overview

Medieval II: Total War has a total of 11 Characters. Each character has it's own set of skills and abilities.

Family Member

Family Members are the most important character for every faction as they can Command Armies or Govern Settlements throughout the land.

  • Command

This attribute determines the character's ability to lead an army in battle. A family member can start off with between 0-2 stars in command and can earn more by fighting and winning battles. An army without a general is more likely to rout in battle than an army that is led by a family member, even if he has 0 command.

Command Effects Description
0 This man would wet himself at the notion he should be in charge at all.
1 Young peasant girls laugh when this man tries to tell them what to do.
2 A born follower, this man has no notion of what leadership is about.
3 Understands the concepts of chain of command, but knows little of what orders to give.
4 Hardly a tactical genius, but this man is showing some aptitude for leadership.
5 Given the right troops and conditions, this man can typically lead an armed force to victory.
6 Calm and confident at the head of an army, and usually decisive in victory.
7 Though he is but one man, his aura of command is powerful enough to inspire many on the battlefield.
8 This man has leadership qualities to enable men to go beyond their own abilities on any battlefield.
9 So bold and confident in command, this man could lead an angry mob to conquer an empire.
10 On the battlefield, this man's will is always realised! He is a true master of warfare.
  • Chivalry/Dread
Chivalry/Dread Effects Description
10 Chivalry Destined to be considered the patron saint of knights.
9 Chivalry A true champion of honor and virtue, revered even by his enemies.
8 Chivalry Will only do what is right and just, even upon pain of death.
7 Chivalry A man who would rather die than dishonour himself, or his people.
6 Chivalry Genuinely chivalrous and honourable to both master and minion alike.
5 Chivalry Manages to adhere to the codes of chivalry admirably.
4 Chivalry Despite a few discrepancies, this man has only honourable intentions.
3 Chivalry More noble than a mere mercenary, but hardly known as a defender of the faith.
2 Chivalry This man favors good virtues, he simply hasn't mastered them.
1 Chivalry A well meaning warrior, still prone to barbaric ways.
0 Chivalry/Dread Neither remarkably noble nor nefarious.
1 Dread More concerned with survival than fighting honourably.
2 Dread Known for adopting less than admirable tactics to acheive victory.
3 Dread Has a habit of unnerving seasoned opponents with his overly grizzly ways.
4 Dread Consciously works terror and blackmail into his strategies.
5 Dread Some say his troops follow him out of fear rather than loyalty or pride.
6 Dread Shamelessly takes pleasure in causing pain and suffering.
7 Dread Commonly tortures his subjects as a display of authority.
8 Dread A man so malevolent, he considers honour and virtue foolish weaknesses.
9 Dread A notorious champion of darkness capable of evils few others are.
10 Dread Even the dauntless must be forced to face such a man.
  • Authority

Authority is an attribute that is exclusive to the Faction Leader and replaces Loyalty. It determines the probability of betrayal by Captains and Family Members of their faction. Strong Faction Leaders with 10 Authority are rarely ever betrayed, if at all, while weak Faction Leaders with 1-3 Authority are plagued by traitors on a regular basis and are heavily dependent on extremely loyal Generals.

Authority Effects Description
0 Even his own servants think twice before completing their chores.
1 This leader has a serious inability to inspire others to follow.
2 He simply lacks the spine and presence expected of a ruler.
3 Some of his subjects will see things his way, yet not the majority.
4 Though he has his detractors, he is too well respected for them to work openly.
5 There is a general acceptance that his majesty is a competent ruler.
6 Carries himself strongly enough to inspire confidence in his court.
7 A natural born leader, rarely challenged or questioned.
8 Capable of making men willingly follow a cause to their demise.
9 Leads in a manner so inspiring none would think to question him.
10 His people consider his word nothing less than divine mandate.
  • Loyalty

This attribute is very important as it gauges the character's willingness to serve and follow your faction and determines the success rate of an enemy attempt at bribery. All family members start off with a loyalty rating of 4 which can either increase or decrease depending on several factors such as traits, retainers, religion, and events. A family member with less than 4 loyalty is considered a dangerous liability that will either rebel against you or gladly join another faction for a lump sum of gold.

Loyalty Effects Description
0 It is doubtful if this man has any loyalties at all, even unto himself.
1 This man perceives loyalty as a trait of the weak and foolish.
2 He may proclaim his loyalty as expected, though it is quite obviously just for appearances.
3 Fallible like any other man, at least this one tries to be a good servant.
4 Understands that acting obediently is sometimes more important than doing what would seem sensible.
5 Loyal enough to obey an order that he does not see the sense behind without complaint.
6 This man would only disobey an order if he truly believed that he would be commended for it afterwards.
7 Even upon threat of death, this man is willing to endure great hardships in service of his master and people.
8 Unquestioningly loyal, this man is an asset that his people can always depend upon.
9 When this man's master commands him, he knows that it will be done, or he shall die trying.
10 This man is spoken of far and wide as the epitome of selfless obedience, and is universally admired for it.
  • Piety

Piety is an attribute that gauges the character's adherence to your faction's religion. For Catholic Factions, characters with less than 3 Piety will attract the unwanted attention of the Papal Inquisition and may face execution if they're found guilty of atheism or heresy.

Piety Effects Description
0 A walking bastion of blasphemy.
1 Shows no real sense of spirituality.
2 Far from devout, and often far from the altar at mass.
3 Complies with divine mandate with little apparent joy.
4 Has the occasional need to pray for his sins.
5 Shows a healthy respect for his faith.
6 Pious, proper and proud of it.
7 Clearly one touched with religious fervor.
8 He doesn't just walk in the light, it shines from him.
9 Has embraced his faith to a point of fanaticism.
10 Widely considered a living saint, even by his enemies.
  • Management

This attribute determines the character's ability to govern a province. Higher management increases income and public order in the assigned settlement. Management is exclusive to the Britannia Campaign and replaces Piety.

Management Effects Description
0 Like a deer trying to organise a pack of wolves, this man struggles to carry out the most basic of tasks.
1 Severely lacking in reason and judgement.
2 His ability to manage does not extend beyond his servants' quarters.
3 His attempts to govern are, on occasion, successful.
4 The manner, in which this man deals with situations, while not always ideal, is preferable to leaving it to the rabble.
5 He has the potential to be a strong govenor and is prepared to take the blame with the credit.
6 Can be relied upon to provide solutions in a time of crisis.
7 The peasantry and nobility admire this man's wisdom equally.
8 Is an individual who perceives a solution and is able to take the correct actions.
9
10

Diplomat

  • Influence

Influence determines a Diplomat's ability to negotiate with factions and offer bribes to foreign settlements and generals. A higher Influence skill will increase the chance of your proposals and bribes being considered and accepted.

Influence Effects Description
0 A ripe turnip has more influence over the ways of men than this lowly wretch.
1 Even when he is full of conviction, nobody listens too much to this man.
2 It is said even this man's wife barely takes heed of what he says.
3 Though his statements are usually considered sound, he lacks the charisma to influence others.
4 This man is considered decent counsel, but is yet to hold any real presence in the royal courts.
5 Considered important enough that most minor lordlings would listen carefully to his counsel.
6 Though he may not always win every debate he enters, his counsel always wins him respect.
7 Is known to be able to make others adopt a perspective that is otherwise against their beliefs.
8 Considered an even-handed font of wisdom on most matter, even by the enemies of his people.
9
10

Spy

  • Subterfuge
Subterfuge Effects Description
0 So naive and innocent is this one, he lacks the cunning to sneak up on even a corpse.
1 Clumsy and conspicuous, only a fool would rely on this man for acts of espionage.
2 He may be willing to do the dubious, but he lacks the guile and cunning to do it well.
3 More cunning than most of the night watch... but not all of them.
4 Usually capable of pulling off minor acts of espionage given the proper preparation.
5 Discreet and delicate enough to be entrusted with dangerous clandestine tasks.
6 Has proven more than capable of committing cunning clandestine acts.
7 Foxes and weasels have nothing on this man in terms of raw cunning.
8 Not even a bloodhound could track this man's movements, he is but a shadow.
9 This man is the embodiment of subtlety, secrecy and stealth.
10 Like the shadows themselves, this man is everywhere at once without being tangible anywhere.

Assassin

  • Subterfuge

This attribute determines the Assassin's success rate at sabotaging buildings and killing characters. Preying on enemy armies that are leaderless is a safe and easy way for an Assassin to gain experience as it is almost impossible for an inexperienced Assassin to touch an enemy General or even a Diplomat.

Subterfuge Effects Description
0 So naive and innocent is this one, he lacks the cunning to sneak up on even a corpse.
1 Clumsy and conspicuous, only a fool would rely on this man for acts of espionage.
2 He may be willing to do the dubious, but he lacks the guile and cunning to do it well.
3 More cunning than most of the night watch... but not all of them.
4 Usually capable of pulling off minor acts of espionage given the proper preparation.
5 Discreet and delicate enough to be entrusted with dangerous clandestine tasks.
6 Has proven more than capable of committing cunning clandestine acts.
7 Foxes and weasels have nothing on this man in terms of raw cunning.
8 Not even a bloodhound could track this man's movements, he is but a shadow.
9 This man is the embodiment of subtlety, secrecy and stealth.
10 Like the shadows themselves, this man is everywhere at once without being tangible anywhere.

Admiral

Admirals are naval commanders who are permanently attached to your ships and are responsible for conducting a naval battle. The first ship in a fleet is always the Admiral's flag ship, regardless of whether or not a stronger, subordinate ship is added to it.

  • Command

This attribute determines the character's ability to lead a Fleet in battle. A higher Command ability can increase the success rate of winning a Naval Battle.

Command Effects Description
0 This man would wet himself at the notion he should be in charge at all.
1 Young peasant girls laugh when this man tries to tell them what to do.
2 A born follower, this man has no notion of what leadership is about.
3 Understands the concepts of chain of command, but knows little of what orders to give.
4 Hardly a tactical genius, but this man is showing some aptitude for leadership.
5 Given the right troops and conditions, this man can typically lead an armed force to victory.
6 Calm and confident at the head of an army, and usually decisive in victory.
7 Though he is but one man, his aura of command is powerful enough to inspire many on the battlefield.
8 This man has leadership qualities to enable men to go beyond their own abilities on any battlefield.
9 So bold and confident in command, this man could lead an angry mob to conquer an empire.
10 On the battlefield, this man's will is always realised! He is a true master of warfare.

Merchant

  • Finance

Finance determines a Merchant's ability to generate income when trading a resource and to sieze the assets of a foreign Merchant. A higher Finance skill will generate more money when trading and increase the success rate at seizing assets.

Finance Effects Description
0 This man may like money, but he is useless with it.
1 Barely grasps the basics of the barter system.
2 Boasts no more business acumen than a common market vendor.
3 An aspiring trader, possessing more ambition than experience or ability.
4 A competent yet uninventive warrior of the mercantile world.
5 Boasts a sound knowledge of local and foreign markets.
6 Knows how to use money to achieve goals that strength and honour cannot.
7 Can lay siege to your enemies coffers with almost certain success.
8 Silver-tongued enough to sell paintings to the blind.
9 A master of making money multiply with little effort on a grand scale.
10 An infamous fiscal power in his own right.

Priest/Imam

  • Piety

Piety determines a Priest/Imam's ability to convert a province to your faction's religion and the success rate of denouncing heretics/witches. A higher Piety skill will increase the rate of conversion and the success rate at denouncing heretics/witches. However, if their Piety drops to one, there is the danger of this agent going astray and becoming a Heretic.

Piety Effects Description
0 A walking bastion of blasphemy.
1 Shows no real sense of spirituality.
2 Far from devout, and often far from the altar at mass.
3 Complies with divine mandate with little apparent joy.
4 Has the occasional need to pray for his sins.
5 Shows a healthy respect for his faith.
6 Pious, proper and proud of it.
7 Clearly one touched with religious fervor.
8 He doesn't just walk in the light, it shines from him.
9 Has embraced his faith to a point of fanaticism.
10 Widely considered a living saint, even by his enemies.

Heretic

Heretics are exclusive to the Rebels faction and serve in the same capacity as the Priests/Imams. However, they will not go astray even if their Piety drops to 0-1.

  • Piety

Piety determines a Heretic's ability to spread heresy throughout a province, the success rate of denouncing Preists/Imams, and to resist hostile actions from Priests/Imams and Assassins. A higher Piety skill will increase the rate of conversion, the success rate at denouncing Preists/Imams, and decreases the chances of being successfully denounced or assassinated.

Piety Effects Description
0 A walking bastion of blasphemy.
1 Shows no real sense of spirituality.
2 Far from devout, and often far from the altar at mass.
3 Complies with divine mandate with little apparent joy.
4 Has the occasional need to pray for his sins.
5 Shows a healthy respect for his faith.
6 Pious, proper and proud of it.
7 Clearly one touched with religious fervor.
8 He doesn't just walk in the light, it shines from him.
9 Has embraced his faith to a point of fanaticism.
10 Widely considered a living saint, even by his enemies.

Witch

Witches are exclusive to the Rebels faction but they appear very rarely, if at all, in the campaign. And for good reason: Witches can inflict harmful effects on enemy characters, making them a potentially dangerous agent if they're ignored and allowed to roam the map unfettered.

  • Magic

Magic determines a Witch's ability to cast harmful effects on enemy characters and resist hostile actions from Priests/Imams and Assassins. A higher Magic skill will increases the success rate of casting and deceases the chances of being successfully denounced or assassinated.

Magic Effects Description
0
1
2
3
4
5
6
7
8
9
10

Inquisitor

The Inquisitor is an agent that is exclusive to the Papal States faction and is tasked with eliminating Non-Catholic characters and influences.

  • Piety

Piety determines an Inquisitor's ability to put a potential enemy of Catholicism on trial and having them executed. A higher Piety skill will increase the success rate of an inquisitorial conviction and execution.

Piety Effects Description
0 A walking bastion of blasphemy.
1 Shows no real sense of spirituality.
2 Far from devout, and often far from the altar at mass.
3 Complies with divine mandate with little apparent joy.
4 Has the occasional need to pray for his sins.
5 Shows a healthy respect for his faith.
6 Pious, proper and proud of it.
7 Clearly one touched with religious fervor.
8 He doesn't just walk in the light, it shines from him.
9 Has embraced his faith to a point of fanaticism.
10 Widely considered a living saint, even by his enemies.

Princess

  • Charm
Piety Effects Description
0 There's little to separate this wretched creature from a bar wench.
1 More of a spoiled brat than an example of nobility.
2 Lacks the grace and charm of other ladies of the court.
3 Delicate enough to win over a simpler sort of man easily enough.
4 About as enthralling as one expects from a princess.
5 One of the fairer ladies of the royal courts.
6 Graceful and endearing enough to instill trust in others.
7
8
9
10