An overhaul mod that increases replayability and variety. Alternate starts, magic, classes, world generation, art, effects, and AI changes
This update adds Legendary Creatures, Dynamic perk trees, roguelike random starts, monster hunting perks, healers, bards, chefs, unarmed combat, stealth, glaives, swordstaves, towershields, parrying daggers and better obituaries. Compatible with Warriors of the North
Monster Hunt
Hark! The beasts approach!!
In this release we wanted to expand on the ideas of monster hunting and beast slaying introduced in the DLCs.
You begin by selecting a favored enemy beast, indicating you are ready to start down the beast hunting path. This will give you an immediate +5% bonus to damage, melee and ranged attack against your chosen foe.
Now you will need to begin hunting your enemy, for each one you kill, you will become better at fighting them, after killing 100 strength worth of enemies, your bonus grows by +1% damage, melee and ranged. This bonus scales indefinitely, the more you kill, the stronger you become.
If you favor an enemy that isn't a beast, ever ten kills increases your chance of encountering a champion by 1%.
If you favor a beast, word will spread and you'll be offered brand new four skull contracts to hunt more difficult versions of your chosen foe. These contracts will be exceptionally difficult, but offer huge rewards and unique legendary items.
Redback spider
Elite spiders that have a poison dealing 10 damage each turn, decreasing by 1 damage per turn over 10 turns. Damage is doubled when in a web. The have increased AP so they can web and bite at the same time, or bite twice in a turn. Increased stats and improved AI.
Drops Redback poison, can be used to craft:
Redback spider helm - made from the carapace of a redback spider, grants the web skill
Redback cloak - made from silk of a redback spider, grants 50% ranged damage reduction
Redback dagger - made from the fangs and poison gland of a redback spider, inflicts redback poison
To hunt them and unlock their contract, take the 'Favoured Enemy Webnechts' perk
White Wolf
Elite direwolves with increased AP so they can attack three times in a turn applying overwhelm. Or howl twice increasing their allies resolve by 30 each time. All other stats increased, and more cunning AI. Increased stats over frenzied direwolves.
Drops white wolf pelt that can be used to craft:
White wolf helm - decreased the morale of adjacent enemies by 20
White wolf cloak - decreased the morale of adjacent enemies by 20 and increases armor by 30
You can also unlock a rare white war wolf pet, If you take the right path.
Skin Ghoul
Elite nimble ghouls with grotesque elongated arms that can reap in an arc over two tiles, applying 5-10 damage, a 5hp bleed and a 25% chance to decapitate or disembowel. Those values are multiplied by the ghoul's size so a Tier 3 skin ghoul can hit all of your units within 2 tiles for 15-30 damage, with 15 bleed, a 75% chance to decapitate and a 75% chance to disembowel. Increased stats, improved AI, and footwork.
Drops Skin Ghoul skin that can be used to craft:
Skin Ghoul Helmet - Medium armor that grants the wearer the ability to devour corpses to heal
Skin Ghoul Armor - Medium armor that grants the ability to heal each turn
Skin Ghoul Blood potion - Can be used to heal 10% of your missing health per turn, over 4 turns. To hunt them, take the 'Favoured Enemy Nachzehrers' perk
Demon Alp
Elite Alps who cast a burning realm with four shadows per turn. They levitate and summon fields of flame filled with tormented souls, combined with a horrifying scream and the ability to feast on corpses. Increased stats and improved AI
50% chance of dropping Demon Alp Skin
80% chance of dropping a Demon's Third Eye that can be used to craft
Demon Alp Helm - Grants horrific scream
Demon Alp Trophy - Grants +10% experience gain.
Normal alp trophies now grant +5% experience gain
50% chance of dropping helm rune stone
To hunt them and unlock their contract, take the 'Favoured Enemy Alps' perk
Greenwood Schrat
Elite Schrats with an even tougher shield that spawn many more greenwood saplings, who in turn spawn regular saplings. They just keep on multiplying. Increased stats
50% chance of dropping ancient green wood that can be used to craft:
Heartwood shield - regenerates 20% durability each turn in combat
Heartwood sap potion - grants 3 turns of perfect focus
50% chance of dropping a shield rune stone.
To hunt them and unlock their contract, take the 'Favoured Enemy Schrats' perk
Rock Unhold
Elite Unholds with thick armor that regenerates in addition to their health regenerating. Increased stats
Drops Rock Unhold Bones and Hide that can be used to craft:
Helm of the Mountain - heavy armor that regenerates durability each turn
Armor of the Mountain - heavy armor that regenerates durability each turn
The contract to hunt these beasts is unlocked by a bro selecting 'Favoured Enemy Unhold' perk.
Stollwurm
Elite wurms that can burrow across the map and regenerate health each turn. Increased stats
Drops Stollwurm blood and scales That can be used to craft
Stollwurm helmet - very durable, gives immunity to knockback and grab, immunity to surround maluses, and 0 fatigue from being hit (stalwart, steadfast and battleheart)
Stollwurm scale cloak - Adds 80 durability and immunity to stun and acid
Stollwurm blood - grants 3 turns of indominatable
50% chance of dropping an armor rune stone
The contract to hunt stollwurms is unlocked by a bro selecting 'Favoured Enemy Lindwurm' perk.
Coven Leader
Elite Hexe that can charm for five turns and hex multiple mercenaries each turn.
50% chance of dropping Glowing hexen hair that can be used to craft
Hexe Leader charm - Grants +10 Resolve
Hexe Leader cloak - Grants +25% Resolve
Gnarled staff - grants Hex spell to the wielder
Potion of Ichor - Grants +20 Health and Fatigue every turn for eight turns, also applies goblin poison for three turns
50% chance of dropping weapon rune
Dynamic Perks
Over the past few releases we've been trialling custom perk trees for different backgrounds, and your feedback has been overwhelmingly positive about this idea. While running these trials, we have also been building up a perk library, with the goal of massively increasing the perks available to all mercenaries.
With this release we have gone all out and given every mercenary you hire a unique perk tree. We have assembled a library of over 260 perks, then arranged them into groups of perks that have synergy together.
We then assigned those groups by hand to each background, so that every background had guaranteed access to thematically appropriate perks.
However, those background groups only make up half of each mercenary's tree. The other half is randomly picked from the perk groups, providing variety while retaining the synergies.
Each mercenary gets 6 of the 15 weapon groups, 2 of the five defence groups, and eight from the 13 traits, 8 enemy groups and 6 class groups. This provides millions of possible combinations.
The wiki has more about the Perk groups and what each background has.
Medium armor skills
There is a very strong nimble vs battleforged divide that drives mercenaries to the extremes. We wanted to break this dichotomy and encourage other kinds of armor.
New Perk 'Balance' grants up to 30 bonus melee and ranged defense if your current body armor is equal to twice your current initiative. The bonus decreases for every point of difference between the two, to a minimum of +5.
New Perk 'Lithe' - Like nimble, but with the 15 fatigue floor raised to 30, and the damage mitigation reduced.
New Perk 'Matching Set' grants up to 5 fatigue per round if your helmet and armor values match.
Stealth skills
Devious backgrounds can get a little sneaky
New Perk 'Camouflage' - Master of concealment and blending in. Can hide from enemies in any terrain until next attack or moving adjacent to enemy. Can't be activated if adjacent to enemy.
New Perk 'Blend In' - Makes enemies 50% less likely to attack you instead of someone else
Unarmed skills
Unarmed skill has always been strong in legends, it scales off initiative and hitpoints. Now there are three new perks to give more depth:
New Perk 'Kicking' - Active skill to push back and fatigue enemies
New Perk 'Grappling' - Active skill to stun and fatigue enemies
New Perk 'Unarmed Mastery' -Reduces fatigue and increase armor penetration unarmed attacks
Of course brawlers are guaranteed all three, and a nice punching damage buff.
Bard class
You'll find minstrels and troubadours have some new tricks up their sleeves, having gained:
Daze to off put enemies
Entice to control the battlefield.
New Perk 'Drums Of War' - active skill to reduce the fatigue of all allies
Healer class
Monks and Nuns have also got some new abilities, with 'Bandage mastery' to stop the bleeding, and 'medical ingredients' that will help pay for:
New perk 'Field Triage' - lets you spend 5 medicine to heal 1 hit point in battle
Repair class
Blacksmiths and Seamstresses are not to be outdone, in addition to two tool storage perks, they have picked up
New perk 'Field Repairs' - lets you spend 5 armor parts to repair 1 point of damage in battle
Chef Class
Butchers, bakers and servants can help out too with:
New perk 'Field Treats' - lets you spend 50 food to bring mercenaries from wavering to steady
Staff Skills
We have had staff mastery for a while, but it was mainly used by the seer. Now we have added two more perks to make staves a more interesting option
New Perk 'Staff Spins' - Any staff hit that would usually daze, also stuns
New Perk 'Staff blocks' - Wielding a staff grants +20 melee defense
Greatsword skills
Sword mastery split into sword mastery and greatsword mastery.
New Perk 'Forceful Swings' grants +10% damage to AOE attacks
Spear skills
New Perk 'Spearwaller' grants -25% fatigue usage on spearwall, stacks with spear mastery
New Perk 'Thrust Master' grants +15% damage on the 'Thrust' skill
Other new skills
New Perk 'Assured Conquest' - 10% melee skill, melee defense and range defense when at confident moral.
"Smackdown" grants 50% chance to knockback enemies when you have more health and fatigue than them. added to hammer group
New perk "Smashing Shields" deal +10% shield damage on any hit, added to axe group
”Clarity” adds + 1 AP if you don’t have berserk
“Alert” adds +20% initiative
”Bloodbath” adds +5% fatigue and resolve for each bleeding character on the field
”Onslaught” grants 50% chance to daze an enemy on any attack where you have more initiative and fatigue than them
“Back to basics” adds a chance to rally when you take damage
'Sling mastery' adds much more accuracy than before, though slings also begin with less accuracy. Sling staves gain 'bash'
Better obituaries
Boyski's has given us permission to integrate his Entire Better Obituaries mod into Legends, showing each mercenary's background, traits, stats and talents.
Shield Rework
You didn't think we'd throw new monsters at you without some new tools to fight them?
We have added 35 paintable tower shields, these gigantic shields offer maximum protection at a hefty weight cost. Available at armorsmiths or near military attached location
They come with the 'Fortify' skill to shield surrounding allies
They also have the 'Safegaurd' skill to sacrifice some of your own defense to shield someone else.
Bucklers gain "Buckler Bash" skill to daze enemies
Parrying daggers gain the "Engarde" skill to lower enemy defenses
Glaives and Swordstaves
Glaives are halfway between a sword and a spear, with slash and spearwall
Sword staves are halfway between a spear and a fencing sword, with thrust and spearwall.
New events
Thanks to a new contributor Anrio, we have some new events.
New Starts
We have two new starts that take full advantage of the dynamic perk system's randomness, by being completely random starts.
Existing Starts
Warlock:
Berserker:
Crusader:
Noble:
Ranger:
Seer:
Sisterhood:
Deserters:
Raiders:
Lone Wolf:
Cultists:
Poachers:
Militia:
Trader: