Agents

Agents are highly specialized units capable of carrying out powerful missions. Agents only last for a short number of turns and you can only have a limited number of agents in play at one time, so it's best that you put them to good use.

Agents can be moved around the game map without them being a part of a stack. They can also be put into a stack for the purpose of carrying out specific types of quests.

Agents can perform one action each turn. The types of actions they have at their avail depend on the type of agent they are.

When an agent is "summoned" they come with a specific set of abilities that are based on the character that summoned them. These abilities are derived from feats taken by the character. View the module details to see what feats provide these special abilities to agents.

Agent Stacks
A stack that is composed of agents without any characters or military units can perform tasks in the same way as a stand-alone agent. Agents grouped into a stack can pool their resources and increase their chances of success. However, it can only pool agents of the same type. The effective agent level is equal to the level of the highest level plus 50% of the sum of the remaining agents.

For example, if a stack has 4 assassins of level 15, 10, 10 and 6: the effective level is 15 + ((10+10+6)/2) = 28. Risk Threshold If an action that an agent is taking has a chance of failure, the player can set the acceptable risk threshold for the action. If circumstances are such that the risk of completing the task are greater than the risk threshold, the agent will abandon the task rather than risk failure or capture.

Spies
Spies are agents that are capable of scouting into enemy and neutral territory alike without instigating an attack. The amount and type of information the Spy gathers depends on the type of mission he is attempting.

Scout Area
Spies can search for all agents within an eight hex radius of the spy. The chance of successfully spotting an agent is 50% +/- 5% for each point difference between the agent's level and the province's guard rating. The minimum chance of success is 5% and the maximum chance of success is 95%. Each agent is tested for separately. If the spy fails to sight a particular agent, he will still continue to search for others.

Spy Barony
Spies can view all provinces in a barony that they are in. They will get a detailed description of each province and it's resources along with any provincial improvements and general information about the capital city, including it's encounter level (EL) rating, population size and the guilds present. If there are any stacks present in the barony, the spy will be able to ascertain the EL of the stacks in each province.

The chance of success for this mission is always 95%.

Spy Province
Spies can view all the details of one province within 8 hexes of their location. Spying on a province gives detailed information about the province including:
 * the guard rating of the province
 * the magic defense rating of the province


 * the number of stacks present and their EL ratings


 * the number of characters present including their name, class and level,


 * the number of military units present, including their name, class and encounter level


 * the number of agents present, including their type and level

If the province being viewed is a city, the spy will also gather the following information: The chance of success for this mission is 50% +/- 5% for each point difference between the agent's level and the province's guard rating. The minimum chance of success is 5% and the maximum chance of success is 95%.
 * a list of all of the items present in the province.
 * all provincial improvements
 * a list of guilds present, including their name, type and guard rating
 * the rating of the walls and towers

Spy Guilds
Spys can view all the details about the guilds present in City. Spying on the guilds gives detailed information about each guild including: When spying guilds, each guild is spied on individually starting with the guild with the lowest guard rating. If the spy is successful, they will continue on to the next guild until all the guilds are spied upon or until they fail on the spy attempt.
 * the name, type, level and guard rating of each guild
 * other details specific to the type of guild being spied on

The chance of success for this mission is 65% +/- 5% for each point difference between the agent's level and the province's guard rating. The minimum chance of success is 5% and the maximum chance of success is 95%.

Spies have a base land movement speed of 35.

If any spy attempt fails, there is a 10% chance that the spy is captured and immediately executed.

Spies can be created by Battlemasters, Bards, Elemental Mages, Clerics, Druids, Knaves, Shamans and Monks.

Assassins
Assassins are agents capable of eliminating other agents.

Assassins have a base speed of 40.

They can carry out one assassination mission each turn. They can assassinate all agents in a target province within 8 hexes of their current location. If there is no agent in the province, the assassination attempt is wasted.

The chance of successfully assassinating a target agent is 50% +/-5% for each point of difference between the assassin and the target agent.

If any assassination attempt fails, there is a 10% chance that the assassin is captured and immediately terminated.

Assassinate Guild Leader
Chance of success is 50% +/- 5% of the difference between assassin's level and guild's effective guard level.

Damage to guild is 10 levels plus difference between assassin's level and guild's effective guard level.

Assassins can be created by Archers, Bards, Death Mage's, Knaves and Monks.

Thieves
Thieves are nafarious agents capable of stealing the most expensive unequipped item present in a province.

Thieves have a base speed of 30.

They can make one thieving attempt each turn. The thief must be in the province that they are attempting to steal from.

Thieves have a 50% chance of success of successfully stealing an item, +/- 5% for each point of difference between the thieve's level and the province's guard rating.

The province's guard rating can come from Characters with the Guard feat. It also comes from Walls, should an agent be trying to steal an item from a city province.

A character's guard rating is equal to their character level plus bonuses from specialty feats they have taken and/or items in their possessions.

Rob Merchants Guild
Robbing a merchant guild potentially decreases the level of all merchant guilds in the target player's merchant guild network. The Thief (or Thief Stack) attacks each guild in the network, but it only has to get past the particular guild it's attacking. The effect of successfully robbing a merchants guild is to reduce the level of all guilds in the network by 5 points, plus the thief steals 100 coin for each cummulative level in the network.

Example, a thief robs a level 6 guild in a network of 5 guilds. The other four guilds are level 10, 11, 14 and 15. The cumulative level of the guilds is 56. The thief would have reduced the guilds to 0, 5, 6, 9 and 10 and would have made off with 56*100=5,600 coins.

Rob City Guilds
A thief (or thief stack) can rob all the guilds in a city at one time. The thief must attempt to rob each guild independantly, starting with the easiest targets first. The thief reduces the level of each guild he successfully robs by 5 points plus he steals coins equal to 100 times the level of the guild.

If the agent fails to successfully rob a guild, the attack stops at that point. If the target guild captures the agent, everything the agent is carrying is stripped and given to the guild that captured him.

Thieves can be created by Archers, Bards, Death Mage's, Knaves and Monks.

Merchants
Merchants can create and/or bolster merchant guilds. They can also be used to attack other merchant guilds in order to reduce their level.

Merchants can be created by Bards, Clerics and Knaves.

Diplomats
Diplomats can be used to increase a faction's reputation with a kingdom, territory and/or barony. They can also spend reputation points to acquire resources, soldiers, characters and even cities.

Influence Barony Owner
Influencing characters that are barony owners costs target character level squared times 10 in repuation points. Chance of success is 50% +/- 5% for each point difference between the level of the diplomat and the level of the target character. If the influence attempt fails, the diplomat loses 10% of the reputation points being used in the influence attempt.

Influence NPC Character
Influencing characters that are not barony owners costs target character level squared times 5 in repuation points. Chance of success is 50% +/- 5% for each point difference between the level of the diplomat and the level of the target character. If the influence attempt fails, the diplomat loses 10% of the reputation points being used in the influence attempt.

Call to Arms
Diplomats can request support from a barony owner in the way of military units. The cost is equal to the target character's level squared times 5 in repuation points. Chance of success is 50% +/- 5% for each point difference between the level of the diplomat and the level of the target character. If the Call to Arms attempt fails, the diplomat loses 10% of the reputation points being used in the influence attempt. If the attempt succeeds, the player will receive a military unit with an encounter level equal to the level of the barony owner. The unit will randomly be selected to be heavy infantry, light infantry, archers or cavalry depending on the baron being approached. The exact details of the types of troops will be detailed in the game module.

Diplomats can be created by Battlemasters, Bards, Clerics, Black Knights and Paladins.

Missionaries
Missionaries are representatives of their Gods. They can be used to create and/or bolster churches. They can also be used to attack other churches of a different religion and even convert churches to follow the missionary's God.

Missionaries can be created by Clerics, Druids, Black Knights, Paladins and Shamans.

Swashbucklers
Swashbucklers are the scoundrels of the high seas. They are capable of carrying out thief, spy and assassin missions against Fleets or any other stacks that are out on the open water.

Swashbucklers can be created by Archers, Battlemasters, Bards, Death Mages, Elemental Mages and Knaves.

Guards
Guards can be created by Battlemasters, Death Mages, Elemental Mages, Druids, Black Knights, Paladins and Shamans.

Rangers
Rangers are specialists in flora and fauna. They are capable of travelling into enemy territory to collect resources, when buying them just isn't an option.

Rangers can be created by Druids, Archers, Shamans, Bards, Death Mages and Elemental Mages.

Mages
Mages are spell casting agents capable of breaking down magical enchantments and casting some limited magic in enemy territories.

Mages are created by Druids, Shamans, Death Mages and Elemental Mages.