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
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.
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.
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.
Effects & Descriptions
|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.|
|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.
||"Brush aside any defence."|
||"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||
||"An impressive tool of Shanghay ingenuity."|
|Towner Disguise||+10% Chance of Escape following an Unsuccessful Action||"He went that way!"|
|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.|
||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.|