Skills
Every man has nine skills, each from 0 to 100, and four attributes, each from 1 to 100. There is no experience: points come from potions.
| Skill | Every ten points |
|---|---|
| Melee | Weapon hits 5% harder, reaches 2% further, comes round 3% quicker |
| Ranged | Arrows 5% truer, draw 4% quicker |
| Athletics | 3% faster on foot; 3% less weariness |
| Riding | Horse 2% faster and 3% handier |
| Stealth | The captain’s party is seen 5% less far |
| Medicine | The army’s best healer tends ten more wounded men a day (at least ten); at a hundred points wounds heal twice as fast |
| Engineering | Not used yet |
| Warfare | The captain leads 10% more men and sees 3% further; a squad leader’s squad answers 0.2 s quicker; 3% less weariness |
| Sailing | Not used yet |
Attributes
Section titled “Attributes”| Attribute | Each point over 12 (1%) |
|---|---|
| Strength | Melee damage, the bow’s draw, the load a man bears |
| Dexterity | Windup, recovery and aim |
| Perception | Aim, and the captain’s sight on the map |
| Constitution | Hit points, and healing from wounds |
Most folk, recruits, Disclanders and you start at 10 to 15. Heads start by office: kings about 40, castellans 30, knights 25, mayors and sergeants 20, reeves 15.
Potions
Section titled “Potions”












A town’s alchemist sells a potion for each skill and each attribute, every one 40 silver, up to 20 of a kind at a time. Potions go into the party’s chest. Give them to anyone in the army from the Party screen’s Skills tab.
A point takes one potion for every ten points the man already holds: one at 12, three at 35, eight at 80. Points die with the man.
Your own skills and attributes are your army’s captain’s, and a potion drunk takes effect at once.
Recruits
Section titled “Recruits”Recruits start with ten points in their type’s skill. Townsmen also start with ten points of athletics. Lords and Disclanders buy and drink potions at their own towns when they have ten days’ wages to spare. An AI army’s men share one level.
