About this mod
'Flavor' version of my Background Bonuses mod, which gives each background its own unique bonus with the goal of adding some flavor to each of the different vanilla backgrounds. While each bonus is positive, their effects are scaled to be easy to ignore with very little impact on vanilla gameplay.
- 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:
List of background effects of 'normal' backgrounds:
Anatomist: Bandage ally skill costs 0 AP.
Apprentice: No additional bonus (vanilla: gain 10% increased experience).
Southern Assassin: Has +5 melee defense in smoke.
Barbarian: Heals for 5% of damage dealt.
Bastard: Deals 5% increased damage to Noble House enemies.
Beast Slayer: Deals 5% increased damage to beasts.
Beggar: Daily wage is reduced by 50%.
Bowyer: Deals +1 additional damage with each tile distant from target.
Brawler: No additional bonus (vanilla: deal 100% bonus damage when unarmed).
Butcher: Gain 10% chance to hit with butcher's cleaver.
Caravan Hand: Deals 5% increased damage to bandits.
Companion1H: Increase all stats by +1.
Companion2H: Increase all stats by +1.
Companion-Ranged: Increase all stats by +1.
Cripple: Gain +1 to all stats for each injury.
Cultist: No morale check triggered upon allies dying.
Daytaler: Increase base fatigue by 5%.
Deserter: Deals 5% increased damage when wavering, and 10% increased damage when breaking.
Disowned Noble: The effects of negative morale states are 15% weaker.
Eunuch: Immune to charm, fear, and other mental effects.
Farmhand: Gain +10% chance to hit with pitchforks and 5% chance to hit with hooked blades.
Fisherman: Using throw net skill costs 2 less AP.
Flagellant: No morale check upon receiving damage.
Monk turned Flagellant: Deal up to 20% increased damage based on % missing health.
Gambler: Roll the dice upon leveling. On a 1, stats increase by 1. On a 2-5, stats increase normally. On a 6, stats increase by maximum values +1.
Gladiator: Deal 5% increased damage in the arena.
Gravedigger: Gain +1 max fatigue for each ally who has died, up to +10.
Graverobber: Gain +1 head and body armor for each ally who has died, up to +10.
Hedge Knight: Reduces armor penetrating damage received by 5%.
Historian: No additional bonus (vanilla: gain 15% increased experience).
Houndmaster: No additional bonus (vanilla: released hounds are confident).
Hunter: Vision is increased by +1.
Indebted: Gives +1 max fatigue to each other non-indebted in the party.
Juggler: No additional bonus (vanilla: gain 5% chance to hit head).
Killer On the Run: No additional bonus (vanilla: gain 10% chance to hit head).
Lumberjack: Gain 10% chance to hit with woodcutter's axe.
Manhunter: Gain 5% chance to hit with whips.
Mason: Fatigue modifier of helmet is reduced by 20%.
Messenger: Reduces fatigue cost of movement by 20%.
Militia: Deals 5% increased damage when allies outnumber enemies.
Miller: Gains HP equal to 5% of max fatigue.
Miner: Gain 10% chance to hit with pickaxe.
Minstrel: Gain 100% chance to hit with lutes.
Monk: Deals 5% increased damage to undead.
Pacified Flagellant: Immune to bleeding.
Nomad: Deal 1% increased damage for each tile distant this unit is from their tile on turn start.
Oathtaker: Reduces all instances of damage taken to armor by 1.
Peddler: Gain +1 head and body armor per 2000 crowns, up to +25.
Poacher: Deals 5% increased ranged damage if no allies are adjacent.
Raider: Deals 5% increased damage to settlement and caravan factions.
Ratcatcher: Can always apply poison for 0 ap.
Refugee: Builds up -1 fatigue for each tile moved.
Retired Soldier: Immune to 'Overwhelm' effect.
Sellsword: Increases damage dealt by a percentage equal to 5% of daily wage.
Servant*: Less likely to be targeted by enemies.
Shepherd: Gain +10% chance to hit with slings.
Squire: Gain +1 melee skill per 20 days with the company, up to +10 melee skill.
Swordmaster: Has +1% armor piercing for every 10 initiative the user is faster than the target.
Tailor: Body armor regains 50 durability at the end of each battle.
Thief: Gain +1 crown for each target hit.
Vagabond: Gain 10% chance to hit with wooden stick.
Wildman: Increases base max health by 50% when wearing no head or body armor.
Witchhunter: Gains +1 max range with crossbows.
*Target attraction of servant is equal to that of a bro using indomitable (still affected by other multipliers, such as rally the troops).
List of background effects for those backgrounds that can only be acquired once per run via event:
Belly Dancer: Deal 5 non-lethal damage to enemies whenever this character dodges their attack.
Converted Crusader: Continue gaining stats and perks until level 12.
Crusader: Deals 15% increased damage to undead.
Regent In Absentia: Will never be below steady morale.
King's Guard: Gains +1 action point each round.
Lindwurm Slayer*: Deals 15% increased melee damage to higher leveled enemies.
Orc Slayer: Deals 15% increased damage to greenskins.
Pimp: All adjacent allies start combat at one higher morale state.
**'level' is based on exp of the bro compared to exp of the target. Bros start with 100 exp and gain 30 exp per level, while enemy exp is fixed. Bandit thugs have 150exp (meaning the bonus will be active until level 3), unholds have 400 exp (bonus will be active until lvl 11), and lindwurms have 800 exp (bonus will be active until lvl 25).
Should be safe to add or remove mid-run, and compatible with most other mods (though will not have any bonuses for backgrounds added in other mods).
Suggestions for alternate bonuses or any opinions on bonuses that are too strong are welcome! Please list any bugs encountered under 'bugs' page.