About this mod
Extends the "Background Bonuses" mod to include bonuses for those backgrounds added in the amazing "More Backgrounds and Events" mod. While attempts were made to keep the bonuses balanced, this mod includes some less straightforward -- and potentially more powerful -- bonuses compared to the base "Background Bonuses" mod.
- Requirements
- Permissions and credits
- Changelogs
All background bonus effects will show up in the tooltips of each bro's background. Bonus effects also listed below:
Atilliator: An additional 15% of damage from crossbows ignores armor.
Barkeep: Cannot receive addict trait.
Berserker: Increase max HP by +2 upon being hit. Bonus lasts until end of battle.
Blacksmith: The company's currently equipped weapons regain +10 durability at the end of combat.
Bodyguard: Much more likely to be targeted by enemies.
Bounty Hunter: Gain 50 crowns for each kill. Reward is 10x larger for champion kills.
Carpenter: Melee and ranged defense of this unit's equipped shield is increased by 25%, and by 50% when using shieldwall.
Cartographer: Attacks gain 2% chance to hit with each tile distant from the target.
Champion: Gain +7 to all stats if this unit is the furthest forward in the party.
Cobbler: Builds up three less fatigue for each tile traversed.
Con Artist: Any attack which deals at least 5 HP damage applies the distracted effect.
Cook: Is immune to fire damage and consumes no food from the stash.
Drifter: Gain +3 initiative for each tile distant this unit is from it's tile on battle start, up to +60.
Dissenter: Morale checks from attacks made by this unit have a penalty to the target's resolve equal to 10% of this unit's resolve.
Druid*: On turn start, gain a bonus depending on the terrain of starting tile.
Falconer: Release Falcon skill costs 0 AP.
Fletcher: This unit's equipped quiver refills one arrow at the start of each turn.
Folk Hero**: Gain +1 to either melee skill, melee defense, fatigue, or resolve for each kill made during settlement defense contracts.
Gardener***: This unit's stats become the average of their own stats with the stats of all adjacent allies.
Hangman: Gain +3 resolve for each unit that has died this combat.
Herbalist: Can bandage allies for free, and can bandage allies up to two tiles distant.
Lancer: Spears and polearms deal an additional 20% damage to armor.
Leper: Deals 10% of max HP to all adjacent units at the start of this unit's turn as non-lethal damage (only affects targets who can bleed).
Locksmith: Always deals a minimum of 5 HP damage with each hit.
Master Archer: Deals 20% reduced damage, but attacks always hit the head.
Myrmidon: Gain +10% chance to hit against bleeding enemies.
Outlander: Gain +1 to all stats for each tile distant from the nearest ally, up to +15.
Painter: Gain +15 to all stats. This bonus is lost upon dealing or receiving damage.
Paladin: Reduce damage received to armor and health by a flat amount equal to 2% of resolve.
Pirate****: Swapping to a handgonne automatically reloads it. Firing the handgonne costs +2 ap.
Roofer: Gains an additional +10% chance to hit for each level of height advantage over the target.
Skirmisher: Throwing items (except slings) have their AP cost reduced by 1.
Surgeon: On turn start, heal the lowest % HP adjacent ally 50% of their missing HP.
Torturer: Deals 25% increased damage, but will never reduce enemies below 1 HP (unless already at 1 HP).
Town Watchman: Gains +5 melee skill and melee defense after waiting.
*Druid tile bonuses are (tooltip will update to reflect the bonus given by the current tile):
Road: No bonus when starting the turn on this terrain.
Snow bonus: When starting the turn on this tile, the first attack this turn chills the target on hit.
Water bonus: When starting the turn on this tile, restore 10 HP.
Swamp bonus: When starting the turn on this tile, the first attack this turn poisons the target on hit.
Desert bonus: When starting the turn on this tile, the first attack this turn burns the target tile on hit.
Rocky bonus: When starting the turn on this tile, the threshold to inflict injuries for this turn is reduced by 50% (stacks with crippling strikes).
Forest bonus: When starting the turn on this tile, the first attack this turn roots the target tile on hit.
Plains bonus: When starting the turn on this tile, melee and ranged defense are increased by 15% of initiative.
**Folk hero bonus also includes kills made during hunt hexen, break greenskin siege, free greenskin prisoners, intercept southern raiding parties, and last stand against undead contracts (basically any contract where commoners can see the folk hero fight to defend them).
***Averages the gardener's base stats with all adjacent allies' current stats, and then adds any of the gardener's stat modifiers (traits, injuries, shield def bonus, etc.) to find the gardener's final current stats.
****Switching to sidearm is faster than reloading.
Requires the More Backgrounds and Events mod to run, but should otherwise be compatible with most other mods (confirmed working with Reforged). Highly recommended to use with the base Background Bonuses mod (vanilla or Reforged).
Some other recommended mods for adding flavor/additional mechanics to recruited bros:
Elite few
Starting Perks by Background
Should be safe to add or remove mid run, though the "More Backgrounds and Events" mod cannot be removed.
Suggestions for alternate thematically appropriate bonuses are welcome, as well as opinions on balance between the different backgrounds.
Please list any bugs encountered under the 'Bugs' page.