A Murder of Messages: Independent messenger system, more difficult for enemies to intercept your messages.
Building a Better Bureaucracy: Bureaucracy no longer hinders actions for next 20 years (Until Turn 21 main campaign).
Communication Connoisseur: Revamped Signal Corp, Cross battlefield information increased, more complex orders can be given, opens up options for strategic communications, can interfere with enemy communications.
Complicated Stabbing: +5 to assassination attempts.
Diplomatic Goals: +10 to Gerudo diplomacy, higher chance of diplomatic events.
Edge Oasis: Provides fortified outpost and patrols against desert raids. Provides one free regiment of Desert Troopers. Can train desert specialized units.
Glory Showcased: +5 to internal diplomacy rolls, civilian morale boost, future prestige options made available, Hylian cultural inspiration.
Hebran Lumber: -5% to construction costs kingdom-wide.
Learning Leaders: Advisers have higher stats, increases loyalty and reduces corruption in future nobles, +5 to diplomatic rolls from embassies.
Molding Magical Minds: Higher average mage quality in kingdom.
One Final Due to the Dead: +1% Court approval per turn (per army), +10% Court approval after every successful campaign, No negative consequences from heavy casualties, permanent morale bonus (Increases max to 11).
Runoff and Runways: Roads cost more to build, but make more money and have easier pass chances.
Shadow Academy: +5 to all Intrigue actions, Royal family or retainers can learn Grey Magic.
Dark Nut Manual: 2X to research point rolls.
Tactics of Ordon: Learned mountain Cavalry tactics.
Eldin Tour: +15 to war machine rolls (siege engines, ship mounts, mechanical traps, Dark Nuts, etc.), Repeater Crossbow (specialist model) unlocked.
Hateno Tour: -25% cost on all stable or horse related actions.
Ruler: Queen Zelda vas Hylia Capital: Castle Town Ducal Seat: Hyrule Castle Unique Sites: College of Engineering, College of Artificers, Royal Academy, Royal Magic Academy, The Silver Citadel, The Iron School, Royal Hylian Museum
Ruler: 'Admiral' Annabelle Bonne Capital: Lurelin (Volca Inlet) Ducal Seat: Trident Keep Unique Sites: Drydocks, The Block, The Blue Quarter, Fish Run, The Two Kings
Local Notables: Captain Pugwash of the Black Pigs, Sea Dogs, 'Earl' Miras 'vas' Deflent, Cartel Boss Bertalt (Dwarf), The Breaker (Kossith), Zater (Zora), Terrill (Dalish Elf), Captain Linebeck
Diplomacy: 13+2+1-1=15. You've never been able to suffer fools, but sufficient training has taught you to maintain a perfect facade. (Moderate bonus to diplomacy actions.)
Martial: 9+2+4-5=10. You can wield a weapon in self defense to an extent, but typically rely on your magic or others for actual protection. (Slight penalty to physical martial actions.)
Stewardship: 14+2+3=19. Necessity has made you a master bureaucrat and you have a knack for organization. While not usually something to boast about you could organize a theoretical herd of cats by body weight, tail length, and cheese preference. (Significant bonus to stewardship actions.)
Learning: 18+2+2=22. In a life filled with obligations learning is one of your few passions you can fully enjoy. (Large bonus to all learning actions.)
Intrigue: 12+2+1=15. Loose lips sink your enemies ships. (Moderate bonus to Intrigue actions. Combined with Administrator allows you to organize private spy network.)
Piety: 19+2+4+2=27. You have been raised to be Hylia's acolyte, and goddesses willing, vessel since you've were old enough to babble. You occasionally catch yourself lecturing priestesses. (Large bonus to piety and magic actions. Basic Holy Mage powers unlocked.)
Bright: You've always been very intelligent. +2 to all traits.
Administrator: You have a knack for organization. +3 to stewardship.
Knife nut: Your really like knives. +1 Martial, Reduced chance of assassination, random bonus rolls during combat.
Gadgeteer: You've learned to tinker with your hands on everything from crossbows to coo coo clocks to trap doors. +1 learning, custom built crossbow.
Architect: +1 Learning, -1 turns for build actions, -20% costs, +10 to rolls.
Missing Eye: One of your eyes was lost in combat. While your magic allows you to compensate to an extent it still debilitates your abilities in combat. -5 Martial, -50% to ranged rolls.
Pyromaniac: You and fire just understand one another. +1 Martial, +1 Piety, -1 Diplomacy, immunity to fire, bonus to all fire spells, penalty to ice and water spells.
Basic Combat: +1 Martial, increased chance of surviving assassination.
Basic Spear: Can use spears in combat.
Endurance: +1 Martial, Holy Knight training available.
Hylia, Zelda Hylia: +1 to both Intrigue and Diplomacy.
Magical Conditioning: Can cast light spells in off hand.
Fire Mage: Path of the Din's Flame (2), passive fire immunity (does not extend to equipment).
Custom Repeater Crossbow: 5 shots per magazine, no reloading penalty.
Micromesh Armor: Saving roll to all assassination or battle hits.
Custom Battle Armor: +15 to defensive rolls, extra saving throw in open battle.
Anti-venom potions: Saving throw if ever poisoned
Crown of Hyrule: See tab. Currently partial-functioning.
Vambrace Foci: +10 to magic rolls.
Chrysophylax: Personal Dodongo mount. Equipped with Barding.
Minish Minions: +5 to personal Intrigue rolls.
People Pockets: Can carry more Minish, reduced chance of ambush, improved personal Intrigue
Comprehensive Castle Blueprints: 20% percent off costs and +10 to rolls for castle construction projects only.
Partial Dark Nut Manual: x2 to all Dark Nut research rolls.
Saffron's Handbook: +10 to internal diplomacy and Intrigue rolls
1. Small Amethyst: On the far left is a powerful social charm, giving the wearer a magnetism to impress those around them. (+5 to all diplomatic rolls, +10 to in person diplomatic rolls) - Activated
2. Small Ruby: On the far right is a potent defensive ward, protecting the wearer from physical, mental, and magical attacks. (+1 defensive re-roll against anything, +10 to all resistance rolls) - Activated
3. Modest Emerald: Next to the amethyst is a mental enhancer, gifting the wearer with the ability to seek out problems to a plan or idea with supernatural acuity . (Gives double down ability, 1 action per turn gets a +20 boost, no cost, some exceptions apply)
4. Modest Sapphire: Next to the ruby is a heavily modified oracle stone, allowing the wearer to gain knowledge from the ether itself. (1 free question per turn, always a write in)
5. Large Diamond: At the center is a confluence of temporal and fate energies designed to give the wearer better luck. (2 re-rolls per turn, goes to lowest rolls, does not affect sub-actions)
Martial: Guard Captain Conroy Tellar, +1 martial action, +5 to martial rolls, +10 on training or logistics.
- Corporal Net, Tellar can use full actions
- Drill Sergeants, Multi-turn training actions don't lock out an actions slot.
Stewardship: Nari gi Vifloa, +2 stewardship actions, +10 on roads, canals and other trade lanes, +2% Court approval every turn
Intrigue: Imperia, +1 Intrigue action, +5% chance of success.
- Watch Liaisons, +1 Intrigue action.
Diplomacy: Countess Vladia me Ventas, +2 diplomatic actions, +5 to diplomatic actions, +10 on Akkala, Faron, Ridgeland, Hateno, or Badlands actions.
- Horsehair Minish, +5 to diplomatic rolls, Can catch others in the act of altering diplomatic correspondence.
Learning: Jarhead, +3 research actions, +5 to all research rolls, +10 on Archive construction or upgrade options.
- Library Minish, ???
Piety: Senior Priestess Mercy, +1 Piety actions, +10 to Piety rolls.
- Church Minish, +5 to Mercy's rolls, +10 to Prayer and Meditation, increased pilgrim happiness.
Chief of Staff: Viscount Goff ti Merano, +10 to logistical rolls, -5 to strategic military planning, provides Robust Supply Wagons which can handle a campaign trail with fewer issues.
1st Army Field Commander: Baron Jiles 'Gohma-smasher' de Defwood, +2 morale at battle start, extra morale roll.
2nd Army Field Commander: Harold vit Knox, +15 to warboat weapons actions, -5 to naval actions (river and sea), -5 to assault actions.
Viscount Halvack ta Palvin, Knight-Captain of the Royal Knights, +10 to melee rolls for the Royal Knights.
Mouse, +5 on Intrigue rolls, unique Intrigue operations unlocked.
Fara & Mira, Triforce Vanguards.
Apprentice Fanya ta Kakiriko, Legendary Earth Mage. (429/500 Training).
Greifah, Sheikah prodigy, +15 bonus to one Intrigue action per turn.
Cindra ta Eldin, student at College of Engineers.
Othi hev Hebra, squire in Royal Knights.
Marionette vel Ferrier, apprentice to Countess Ventas.
Isabella vas Halfen. (+1 stewardship action, +5% chance of success to stewardship rolls)
Piys, Minish leader. (+1 learning actions, +10 to rolls)
Linel Findley, in a coma. (+2 stewardship actions, -10% off all Stewardship actions, security leak and potential source of scandal)
Name: Hyrule Castle Gender: Neutral Age: Really Old Rank: Seat of Power Class: Royal Palace Prestige Class: <I AM THE BASTION> Status: <I AM AWAKE> Castle Points: 15
Disciplined Eyes: Reduced chance of assassination. Castle Chapel: Increased worship to Farore, Nayru, and Din as well as Hylia, +1 Piety. Secret Passage Network: Bonus to Intrigue, reduced chance of assassination, special options during castle battles. Castle Plumbing: Fixed, all rooms accessible. Garden Altar: Doubles success of Prayer and Meditation, +1 Piety. Comprehensive Castle Blueprints: 20% percent off costs and +10 to rolls for castle construction projects only. Cathedral to Hylia: Constructed outside Castle, Improved church opinion, +1 Piety. Armory: High Master's Forge available, Armory defenses completely intact. Aqueducts: Water channels in Castle activated, fresh water available, +2 Castle points. Mother's Garden: 50% all potions, +100 income from increased surplus produce, ley lines discovered, +1 Castle points. Basic Lab: +5 to future projects, lab upgrades unlocked. Indy Hell: Personal chambers trapped, reduced chance of assassination. Rune network: Rune network repaired (not powered), +2 Castle points. Power shafts: Discovered. Walls: Modern walls, resistant to trebuchets and magic, +1 Castle points. Basement Levels (Castle points): 2 (+1), 4 (+2), 8 (+2). Fire Suppression System: Restored, +1 Castle point. Batten the Hatches: Internal security doors functional and safe-checked, +1 Castle point. Parlor from Hell: Internal booby traps active, +2 Castle points. Making It Hard: High penalty to enemy Castle Infiltration rolls. Sanctuary for One: +1 personal action.
1. Checkpoint: Lowers espionage attempts aimed at penetrating to lower floors. Aids in repulsing attacks from below.
2. Interrogation Chamber: Better results from interrogations. 2. Containment Cell: Special room to magically hold dangerous things. (Contains bronze Gerudo skeleton)
3. Spy Training Gym: +5 to Intrigue rolls, tiny chance each turn of attracting Intrigue Champion. 3. Spy Training Gym: +5 to Intrigue rolls, tiny chance each turn of attracting Intrigue Champion.
4. Laboratory Wing: Lets you run independent research. 4. Dark Nut Laboratory: Lowered chance of failure or incident, +10 to Dark Nut rolls, frees up containment unit.
5. Mushroom Farm: Access to Deep Mushrooms: Assassin poisons available, emergency food roll for siege. 5. Workshop: -10% to constructions costs, -1 turn to construction time, +10 to dungeon construction rolls, opens expansion options.
6. Crystal Farm: Magic crystals grown on site, -20% to Dark Nut research and production costs, other applications possible.
7. Spy Center: +5 to Intrigue rolls, the lower the room the more secure it is. 7. Rune Laboratory: Allows for Rune Working.
8. 2 Collapsed Docks: Locked until Castleton Sewers are fixed. 8. Shield Array: Protection of the Castle from strategic grade ritual spells (ie wall destroyers or assassination spells).
9. ??? 10. ??? 11. ??? 12. ???
Blacksmith Sal
Master Blacksmith Tubal Cain
Crew of smith apprentices
Professor Walsh + Veteran research team
Library: ??? Walls: Aiding castle spy network, ??? Armory: +5 to all Armory rolls, +10 to machinery rolls Darkstone: +5 to Castle-only stewardship actions Church: +5 to Mercy's rolls, +10 to Prayer and Meditation, increased pilgrim happiness, start to spread Hylia worship among other Minish clans. Horsehair: +5 to diplomatic rolls, Can catch others in the act of altering diplomatic correspondence
Infantry: 9 Mixed Regiments of Spearmen & Crossbowmen (36,000) (three regiments current on permanent duty in Tarrey (-12,000)
Heavy Infantry: 1 Company of Foot Knights (100)
Light Cavalry: 1 Regiment of Light Hussars (500/4000)
Battlemagic: 1 Line of Combat Mages (200/300)
Siegecraft: 1 Battalion of Combat Engineers (1000)
General Jiles 'Gohma-smasher' de Defwood: +2 morale at battle start, extra morale roll.
Learned Leaders: +5 to tactical rolls.
Shield Shaping: Archers equipped with pavises, spearmen with wooden scutum.
A Spiky Surprise: Skirmishers equipped with caltrops (cavalry deterrent).
Repeater Crossbows: +5 to Archery (1 elite platoon per company).
Poisoned Arrows: +5 to skirmish rolls (+10 against Moblins and Lizalfos).
Wootz Rollout: All knights (foot and mounted) equipped with wootz weapons and armor (+10 to all combat rolls).
Oh Yeah: Lyrium breaching charges (Extremely effective against fortifications).
Bug Smashers: +15 against Gohma
Gohma-skull Banner: +5 to fighting non-bipedal monsters, resistance to psychological attacks.
Basic Combat: Better overall performance.
Basic Spear Wall: All around improvement.
Basic Archery: +5 to Archery.
Communication Connoisseur: Revamped Signal Corp.
See Better: +5 to scouting rolls
A Fistful of Sand: Guide passive bonus (+15) added to all future operations.
Robust Supply Wagons: Fewer supply issues when campaigning.
Liquid Logistics: Fleet of troop barges available on Nayru and Din rivers.
Spidery Biology: +10 to combat rolls against Gohma.
Reach Out: All crossbow units gain additional range.
Shields of Faith: Shield Sisters automatically assigned to any military unit - A Hardened Shield: Shield sisters armored, armed, and trained to fight. Sisters drill with Royal army allowing for increased coordination.
Hateno Tour: -25% cost on all stable or horse related actions.