FANDOM


Placeholder - Ninja1

Overview

The Nighthoof acts as an assassin, spy, saboteur and scout for House Whitegold and is recruited via stealth buildings. In addition to their subterfuge skills, Nighthooves also increase the movement of your armies and prevent any hostile attempts at demoralisation when placed inside them. They can also establish spy networks within your own settlements that increase the distance you can see into a neighbouring province and decrease the likelihood of rebellion. Nighthooves are generally invisible to the enemy unless detected.

Recruitment Cost: 500

Abilities

  • Assassinate

When successful, the selected Enemy General or Agent is wounded or killed. Make sure to consider the odds of success before attempting Assassination as the Agent might be Executed upon failure. A Higher Assassination Skill increases the success rate of this Agent's attempts at Assassination.

  • Sabotage Army

When successful, this Inflicts Casualties and Prevents movement for one turn. Make sure to consider the odds of success before attempting Sabotage as the Agent might be Executed upon failure. A Higher Sabotage Army Skill increases the success rate and amount of damage against an enemy army.

  • Sabotage Building

When successful, the selected Building in the province is damaged. Make sure to consider the odds of success before attempting Sabotage as the Agent might be Executed upon failure. A Higher Sabotage Building Skill increases the success rate and amount of damaged inflicted.

  • Spying

This passive ability determines the Agent's effectiveness at revealing the composition of Enemy Settlements and Armies. A Higher Spying Skill allows for more reliable information to be collected at a further distance.

  • Scouting

Increases the Movement Range of the Army that this Agent is attached to. A Higher Scouting skill allows the Army to travel much farther than usual.

  • Spy Network

Establishing a Spy Network will Increase the Line of Sight of a friendly Province and the chances of detecting Enemy Agents and Armies. It Also reduces the likelihood of rebellion. A Higher Spy Network Skill increases Range and Detection while reducing the success probability of hostile attempts at inciting rebellion.

Requires

  • Buildings:
    • Pub

Skills

Effects & Descriptions

Skill Effects Description
Military Spy +1 to Spying Those who can gather info are the most valuable.
Saboteur +1 to Sabotaging Buildings All wars require destruction of infrastructure.
Assassin +1 to Assassination All wars require elimination of key individuals.
1  ?
1  ?
1  ?
1  ?
1  ?
Escape Artist +20% Chance of Escape following an Unsuccessful Action Always have an Exit Strategy.
Poisoner +1 to Assassination There are many ways to kill without bloodshed.
Invisible +1 to Spying Blend in everywhere and attack from out of nowhere.
Notorious Killer +2 to Assassination

An infamous reputation is built of fear.

Retainers

Retainer Effects Description
Stiletto
  • +1 to Assassination
  • +5% Chance of Killing Enemy Agents in Self-Defence
"Brush aside any defence."
Madmare Disguise
  • +5% Chance of Escape following an Unsuccessful Action
  • +5% Chance of Avoiding Detection following an Unsuccessful Action
"Let them look in all the WRONG places."
Boastful Mercenary +1 to Assassination "THIS is a sword! YOUR blade - Ha! - I would not scrape out a peasant's dungheap with it!"
Unmannered Mercenary  ? "Pass the hay, fatty, before you eat it all!"
Zebran Blowpipe +1 to Assassination Nothing is what it seems.
Jagged Iron +8% Chance of Escape following an Unsuccessful Action Ground-bound pursuers are less likely to catch up now.
Plum Arrow Launcher
  • +1 to Assassination
  • +5% Chance of Killing Enemy Agents in Self-Defence
"An impressive tool of Shanghay ingenuity."
Towner Disguise +10% Chance of Escape following an Unsuccessful Action "He went that way!"

Traits

Trait Effects Description
Natural-Born Killer +1 to Assassination Exceptional Assassination comes with Insticnt.
Arsonist +1 to Sabotaging Buildings One of the oldest and most convenient deconstructors in history.
Informant +1 to Spying Every plan has tappable sources.
Concotionist
  • +1 to Assassination
  • +2 to Convalescence Time of Wounded Agents
Self-made poisons are the best.
Slippery +10% to Chance of Escape Being hard to get ensures a long life.
Elusive +20% to Chance of Escape Almost every attempt at trying to find this individual has been futile. The attempts that have been successful, however, have always ended with them losing the trail.
1  ?
1  ?
Community content is available under CC-BY-SA unless otherwise noted.