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Home 首頁 / Third Age 3.1 魔戒第三紀元 3.1 / Orcs of Gundabad / Retinue 隨從
Third Age 3.1 魔戒第三紀元 3.1
Orcs of Gundabad Orcs of Gundabad
No. Card
隨從
Title
名稱
Type
類型
Transferable
可轉移
Unique
唯一
Description
說明
Effects
效果
Condition
獲得條件
81 Siege Engineer Military Transferable
可轉移
An expert in how to deconstruct heavy structures and defences is always welcome when approaching towering walls. +1 Command when assaulting walls, +60 Build Points (required for the construction of siege equipment) When to test : CharacterTurnEnd
Condition : EndedInSettlement
RemainingMPPercentage = 100
SettlementBuildingExists >= catapult_range
IsGeneral
Chance : 3 %
When to test : CharacterTurnEnd
Condition : EndedInSettlement
RemainingMPPercentage = 100
SettlementBuildingExists >= c_catapult_range
IsGeneral
Chance : 3 %
When to test : GovernorBuildingCompleted
Condition : SettlementBuildingFinished >= siege_works
Chance : 33 %
When to test : GovernorBuildingCompleted
Condition : SettlementBuildingFinished >= c_siege_works
Chance : 33 %
82 Counterfeiter Money This failed alchemist may not be able to make gold, but can fashion impressive faux-coinage regardless. +1 Finance When to test : AgentCreated
Condition : AgentType = merchant
SettlementBuildingExists >= alchemists_lab
Chance : 15 %
83 Money Counter Money Transferable
可轉移
As much as counting one's wealth is a pleasure, when you're this wealthy, you may need some help. 5% bonus on all trade income, 10% bonus on tax income When to test : CharacterTurnEnd
Condition : EndedInSettlement
RemainingMPPercentage = 100
SettlementBuildingExists >= fairground
Treasury > 50000
IsGeneral
Chance : 8 %
84 Overseer Money Transferable
可轉移
When one can entrust another to oversee the workers, much more can be accomplished. 1% discount on construction costs, +1 to farming output, 1% bonus on mining income When to test : CharacterTurnEnd
Condition : EndedInSettlement
RemainingMPPercentage = 100
SettlementBuildingExists >= farms+2
IsGeneral
Chance : 10 %
85 Slaver Money Transferable
可轉移
Ensures that his lord and master is only ever served by the most capable and obedient of slaves. 15% bonus on all trade income When to test : GovernorBuildingCompleted
Condition : CharacterReligion catholic
Attribute Chivalry < -3
Chance : 10 %
86 Tax Farmer Money Transferable
可轉移
If you are going to bleed the people dry, get someone else to be the face of your oppression. -1 from popularity (has a negative effect on public order), 10% bonus on tax income When to test : GovernorBuildingCompleted
Condition : Trait BadTaxman >= 1
IsGeneral
Chance : 8 %
87 Treasurer Money Transferable
可轉移
A man who has mastered the art of managing royal sums of money can help avoid wasting it, something royalty often does. 5% bonus on all trade income, 5% bonus on tax income When to test : CharacterTurnEnd
Condition : EndedInSettlement
RemainingMPPercentage = 100
SettlementBuildingExists = great_market
IsGeneral
Chance : 10 %
88 Hobbit Flute music Transferable
可轉移
A fine instrument made by the Shirefolk, it's light melodies inspire troops in battle. +1 Command when commanding infantry When to test : CharacterTurnEnd
Condition : EndedInSettlement
SettlementName Shire
IsGeneral
TimeInRegion > 4
I_EventCounter Shire_proposal_accepted > 0
Chance : 5 %
89 War Drums music Transferable
可轉移
“Drums, drums in the deep.” Inspires troops in battle. +1 Command when commanding infantry When to test : CharacterTurnEnd
Condition : EndedInSettlement
IsGeneral
CultureType eastern_european
TimeInRegion > 3
SettlementBuildingExists >= militia_drill_square
not HasAncType music
Chance : 2 %
When to test : CharacterTurnEnd
Condition : EndedInSettlement
IsGeneral
CultureType eastern_european
TimeInRegion > 3
SettlementBuildingExists >= barracks
not HasAncType music
Chance : 2 %
90 Palantíri Authorisation palantir Transferable
可轉移
This general is the only person authorised to use any of the Palantíri. Faction-wide authorisation to use any Palantíri. When to test : CharacterTurnEnd
Condition : IsFactionLeader
CharacterIsLocal
not FactionwideAncillaryExists palantir_authorisation
I_EventCounter pal_sauron_local_and_in_barad == 0
FactionBuildingExists >= elostirion_palantir
Chance : 100 %
91 Black Stallion Pet Transferable
可轉移
A dark swift menacing steed makes light of the tyranny of distance. +25% to Movement Points (gives armies the ability to forced march) When to test : CharacterTurnEnd
Condition : IsGeneral
EndedInSettlement
RemainingMPPercentage = 100
SettlementBuildingExists >= knights_stables
Attribute Chivalry < -4
not CharacterReligion catholic
Chance : 4 %
When to test : AgentCreated
Condition : AgentType = spy
SettlementBuildingExists >= stables
Chance : 100 %
When to test : AgentCreated
Condition : AgentType = spy
SettlementBuildingExists >= racing_track
Chance : 100 %
When to test : AgentCreated
Condition : AgentType = assassin
SettlementBuildingExists >= stables
Chance : 100 %
When to test : AgentCreated
Condition : AgentType = assassin
SettlementBuildingExists >= racing_track
Chance : 100 %
92 Tracking Dog Pet Transferable
可轉移
Able to follow trails that no human eye could possibly detect in the first place. +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) When to test : AssassinationMission
Condition : AgentType = assassin
MissionSucceeded
not InEnemyLands
Chance : 4 %
93 Swift Steed Pet A dashing mount that can pass over the land as swiftly as the wind itself. +15% to Movement Points (gives armies the ability to forced march), +1 to public health When to test : AgentCreated
Condition : AgentType = diplomat
FactionBuildingExists >= horse_breeders_guild
Chance : 33 %
94 The One Ring relic_ring Transferable
可轉移
Only the fire shows it - "Ash nazg durbatulûk, ash nazg gimbatul, ash nazg thrakatulûk, agh burzum-ishi krimpatul" - One ring to rule them all, one ring to find them, one ring to bring them all and in the darkness bind them! +3 Authority, +3 Fear, +3 Command, +3 Hitpoints, -1 Purity, -1 Loyalty, -2 Obedience When to test : CharacterTurnEnd
Condition : EndedInSettlement
I_EventCounter ring_hobbiton > 0
I_EventCounter ring_destroyed < 1
SettlementName Shire
CharacterReligion catholic
CharacterIsLocal
IsGeneral
not I_WorldwideAncillaryExists one_ring
Chance : 100 %
When to test : CharacterTurnEnd
Condition : EndedInSettlement
I_EventCounter ring_imladris > 0
I_EventCounter ring_destroyed < 1
SettlementName Imladris
CharacterReligion catholic
CharacterIsLocal
IsGeneral
not I_WorldwideAncillaryExists one_ring
Chance : 100 %
When to test : CharacterTurnEnd
Condition : EndedInSettlement
I_EventCounter ring_anorien > 0
I_EventCounter ring_destroyed < 1
SettlementName Anorien
CharacterReligion catholic
CharacterIsLocal
IsGeneral
not I_WorldwideAncillaryExists one_ring
Chance : 100 %
When to test : CharacterTurnEnd
Condition : EndedInSettlement
I_EventCounter ring_edoras > 0
I_EventCounter ring_destroyed < 1
SettlementName Kings-Land
CharacterReligion catholic
CharacterIsLocal
IsGeneral
not I_WorldwideAncillaryExists one_ring
Chance : 100 %
When to test : CharacterTurnEnd
Condition : EndedInSettlement
I_EventCounter ring_amroth > 0
I_EventCounter ring_destroyed < 1
SettlementName Belfalas
CharacterReligion catholic
CharacterIsLocal
IsGeneral
not I_WorldwideAncillaryExists one_ring
Chance : 100 %
When to test : CharacterTurnEnd
Condition : EndedInSettlement
I_EventCounter ring_hornburg > 0
I_EventCounter ring_destroyed < 1
SettlementName Helms-Deep
CharacterReligion catholic
CharacterIsLocal
IsGeneral
not I_WorldwideAncillaryExists one_ring
Chance : 100 %
When to test : CharacterTurnEnd
Condition : EndedInSettlement
I_EventCounter ring_bree > 0
I_EventCounter ring_destroyed < 1
SettlementName Bree
CharacterReligion catholic
CharacterIsLocal
IsGeneral
not I_WorldwideAncillaryExists one_ring
Chance : 100 %
When to test : CharacterTurnEnd
Condition : EndedInSettlement
I_EventCounter ring_thranduil > 0
I_EventCounter ring_destroyed < 1
SettlementName Elven-Mirkwood
CharacterReligion catholic
CharacterIsLocal
IsGeneral
not I_WorldwideAncillaryExists one_ring
Chance : 100 %
When to test : CharacterTurnEnd
Condition : EndedInSettlement
I_EventCounter ring_dale > 0
I_EventCounter ring_destroyed < 1
SettlementName Dale
CharacterReligion catholic
CharacterIsLocal
IsGeneral
not I_WorldwideAncillaryExists one_ring
Chance : 100 %
When to test : CharacterTurnEnd
Condition : EndedInSettlement
I_EventCounter ring_erebor > 0
I_EventCounter ring_destroyed < 1
SettlementName Erebor
CharacterReligion catholic
CharacterIsLocal
IsGeneral
not I_WorldwideAncillaryExists one_ring
Chance : 100 %
When to test : CharacterTurnEnd
Condition : EndedInSettlement
I_EventCounter ring_mithlond > 0
I_EventCounter ring_destroyed < 1
SettlementName Mithlond
CharacterReligion catholic
CharacterIsLocal
IsGeneral
not I_WorldwideAncillaryExists one_ring
Chance : 100 %
When to test : CharacterTurnEnd
Condition : EndedInSettlement
I_EventCounter ring_galadhon > 0
I_EventCounter ring_destroyed < 1
SettlementName Celebrant
CharacterReligion catholic
CharacterIsLocal
IsGeneral
not I_WorldwideAncillaryExists one_ring
Chance : 100 %
When to test : CharacterTurnEnd
Condition : EndedInSettlement
I_EventCounter ring_thorin > 0
I_EventCounter ring_destroyed < 1
SettlementName Nan-i-Naugrim
CharacterReligion catholic
CharacterIsLocal
IsGeneral
not I_WorldwideAncillaryExists one_ring
Chance : 100 %
When to test : CharacterTurnEnd
Condition : EndedInSettlement
I_EventCounter ring_isengard > 0
I_EventCounter ring_destroyed < 1
SettlementName Nan-Curunir
not CharacterReligion catholic
CharacterIsLocal
IsGeneral
not I_WorldwideAncillaryExists one_ring
Chance : 100 %
When to test : CharacterTurnEnd
Condition : EndedInSettlement
I_EventCounter ring_duneard > 0
I_EventCounter ring_destroyed < 1
SettlementName Dunland
not CharacterReligion catholic
CharacterIsLocal
IsGeneral
not I_WorldwideAncillaryExists one_ring
Chance : 100 %
When to test : CharacterTurnEnd
Condition : EndedInSettlement
I_EventCounter ring_gram > 0
I_EventCounter ring_destroyed < 1
SettlementName Mt-Gram
not CharacterReligion catholic
CharacterIsLocal
IsGeneral
not I_WorldwideAncillaryExists one_ring
Chance : 100 %
When to test : CharacterTurnEnd
Condition : EndedInSettlement
I_EventCounter ring_carndum > 0
I_EventCounter ring_destroyed < 1
SettlementName Carn-Dum
not CharacterReligion catholic
CharacterIsLocal
IsGeneral
not I_WorldwideAncillaryExists one_ring
Chance : 100 %
When to test : CharacterTurnEnd
Condition : EndedInSettlement
I_EventCounter ring_moria > 0
I_EventCounter ring_destroyed < 1
SettlementName Misty-Mountains
not CharacterReligion catholic
CharacterIsLocal
IsGeneral
not I_WorldwideAncillaryExists one_ring
Chance : 100 %
When to test : CharacterTurnEnd
Condition : EndedInSettlement
I_EventCounter ring_goblintown > 0
I_EventCounter ring_destroyed < 1
SettlementName High-Pass
not CharacterReligion catholic
CharacterIsLocal
IsGeneral
not I_WorldwideAncillaryExists one_ring
Chance : 100 %
When to test : CharacterTurnEnd
Condition : EndedInSettlement
I_EventCounter ring_umbar > 0
I_EventCounter ring_destroyed < 1
SettlementName Umbar
not CharacterReligion catholic
CharacterIsLocal
IsGeneral
not I_WorldwideAncillaryExists one_ring
Chance : 100 %
When to test : CharacterTurnEnd
Condition : EndedInSettlement
I_EventCounter ring_hyarmen > 0
I_EventCounter ring_destroyed < 1
SettlementName Harad
not CharacterReligion catholic
CharacterIsLocal
IsGeneral
not I_WorldwideAncillaryExists one_ring
Chance : 100 %
When to test : CharacterTurnEnd
Condition : EndedInSettlement
I_EventCounter ring_mistrand > 0
I_EventCounter ring_destroyed < 1
SettlementName Mistrand
not CharacterReligion catholic
CharacterIsLocal
IsGeneral
not I_WorldwideAncillaryExists one_ring
Chance : 100 %
When to test : CharacterTurnEnd
Condition : EndedInSettlement
I_EventCounter ring_rhomen > 0
I_EventCounter ring_destroyed < 1
SettlementName Rhun
not CharacterReligion catholic
CharacterIsLocal
IsGeneral
not I_WorldwideAncillaryExists one_ring
Chance : 100 %
When to test : CharacterTurnEnd
Condition : EndedInSettlement
I_EventCounter ring_guldur > 0
I_EventCounter ring_destroyed < 1
SettlementName Deep-Mirkwood
not CharacterReligion catholic
CharacterIsLocal
IsGeneral
not I_WorldwideAncillaryExists one_ring
Chance : 100 %
When to test : CharacterTurnEnd
Condition : EndedInSettlement
I_EventCounter ring_barad > 0
I_EventCounter ring_destroyed < 1
SettlementName Gorgoroth
not CharacterReligion catholic
CharacterIsLocal
IsGeneral
not I_WorldwideAncillaryExists one_ring
Chance : 100 %
95 Narya ring Transferable
可轉移
Ring of Fire, one of the Three Rings of the Elves. +1 Loyalty, +1 Health, +1 Farming, -1 Squalor When to test : CharacterTurnEnd
Condition : EndedInSettlement
SettlementName Mithlond
IsGeneral
TimeInRegion > 3
not I_WorldwideAncillaryExists narya
Chance : 100 %
When to test : FatherDiesNatural
Condition : FatherAnc narya
Chance : 100 %
96 Nenya ring Transferable
可轉移
Ring of Water, one of the Three Rings of the Elves. +1 Loyalty, +1 Health, +1 Farming, -1 Squalor When to test : CharacterTurnEnd
Condition : EndedInSettlement
SettlementName Eregion
IsGeneral
TimeInRegion > 3
not I_WorldwideAncillaryExists nenya
Chance : 100 %
When to test : FatherDiesNatural
Condition : FatherAnc nenya
Chance : 100 %
97 Ring of Barahir ring Transferable
可轉移
This proud ring was made by the Noldor of Valinor. +1 Loyalty, +1 Health, +1 Farming, -1 Squalor When to test : CharacterTurnEnd
Condition : EndedInSettlement
SettlementName Weather-Hills
IsGeneral
TimeInRegion > 3
not I_WorldwideAncillaryExists ring_barahir
Chance : 100 %
When to test : FatherDiesNatural
Condition : FatherAnc ring_barahir
Chance : 100 %
98 Vilya ring Transferable
可轉移
Ring of Air, one of the Three Rings of the Elves. +1 Loyalty, +1 Health, +1 Farming, -1 Squalor When to test : CharacterTurnEnd
Condition : EndedInSettlement
SettlementName Imladris
IsGeneral
TimeInRegion > 3
not I_WorldwideAncillaryExists vilya
Chance : 100 %
When to test : FatherDiesNatural
Condition : FatherAnc vilya
Chance : 100 %
99 Skilled Accomplice Security Transferable
可轉移
Having an accomplice makes a dirty job easier, but a little more costly too. +1 to agent's skill When to test : AgentCreated
Condition : AgentType = assassin
SettlementBuildingExists >= assassins_guild
Chance : 20 %
100 Young Apprentice Security Transferable
可轉移
Nobody suspects a child of foul play, which is why they are so brutally effective at committing it. +1 Assassination When to test : AssassinationMission
Condition : MissionSucceeded
AgentType = assassin
DistanceCapital < 20
Chance : 10 %
5 / 8 : P1 , P2 , P3 , P4 , P5 , P6 , P7 , P8
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