Every time an unit reach is promoted, they pick one Passive skill to further improve their combat skills. Some passive skill are also beneficial outside of combat. Below you will find a table of all passive skills with:
- the name of the skill;
- the requirements; including the necessary rank;
- what the passive skill does;
- and advice on how to use them effectively.
List of all passive skills[]
Name | Requirements | Rank | Effect | Advice | |
---|---|---|---|---|---|
Adrenaline Junkie | None | Men-at-arms | +10 attack when endurance is less than 20%. | ||
Aim High | Ranged | Men-at-arms | Accuracy penalty of this follower is halved against opponents in partial cover. | Since the partial cover gives halves accuracy, the penalty will then be 25% of the calculated accuracy. | |
Aim Low | Ranged | Men-at-arms | Every ranged attack by this follower has 20% chance to half movement of enemies next turn. | ||
Avenger | None | Men-at-arms | +10% attack against opponents who have incapacitated allies. | ||
Block | None | Men-at-arms | +5% melee defence. | ||
Blood Thirsty | None | Men-at-arms | Every time this follower takes down an opponent, it will deal +15% more damage next turn. | This can be a great passive skill to give to units who frequently kill enemies and have skills which allow then to inflict damage on multiple enemies, such as champions, hunters and trappers. | |
Constitution | None | Men-at- arms | Follower has a 50% chance to avoid the damage-over-time effect from poison. | ||
Dodge | None | Men-at- arms | Enemies critical hit chances are halved against this unit. | ||
Evade | None | Men-at- arms | +5% ranged defence. | ||
Expose weakness | Scholar | Recruit | Every regular ranged attacks lowers defences by 10%, even if it's a miss. | ||
Fencer | None | Men-at-arms | The flanking damage when this unit is flanked is decreased from 15% to 5%. | ||
Fortune favoured | None | Men-at-arms | Increases critical hit chances by 50%. | ||
Good Patient | None | Men-at-arms | Unit with this passive skill will receive 20% more endurance from healers and may recover from injuries faster. | Useful outside of combat. | |
Hardened | None | Men-at-arms | Increases endurance by 10 points. | ||
Keen Eye | None | Men-at-arms | Unit with this skill ignores up to seven points of armour. | ||
Lone Wolf | None | Men-at-arms | |||
Night Vision | None | Men-at-arms | |||
Opportunist | None | Men-at-arms | Unit with this perk an unit may deal a second attack of opportunity each turn. | ||
Point Black | Ranged | Veteran | When shooting with a ranged weapon in melee range, the hit will be guaranteed a critical hit if it hits the target. | This skill is recommended for units with high accuracy and low melee damage. | |
Poisoned Tip | Shaman | Recruit | Every melee attack poisons an enemy. | ||
Relentless | None | Men-at-arms | 5% chance of dealing an extra attack. | ||
Sexist | None | Veteran | 10% more damage when the unit fights against an unit from the opposite sex. | ||
Sharpshooter | Ranged | Men-at-arms | |||
Sneak Attack | None | Veteran | Damage from flanking increased by | This skill should be given to scouts and warriors, as they have the most movement and the sneak skill and as a result, they are more likely to manouvre themselves in flanking positions. | |
Strider | None | Veteran | Increases movement by 1 hex. | It's highly recommended that this skill should be given to champions, since it may increase damage inflicted by the charge skill and due to their lower accuracy. For soldiers it's recommended. | |
Suck It Up | None | Recruit | Unit will no only be slowed down by standing on caltrops and spike traps will only deal half damage. | This skill should be given to a scout or warrior, since they have the highest amount of movement. | |
Walk Your Shots | Ranged | Recruit | Increases accuracy for the specific target by 5% every time an attack is made. Maximum accuracy increase is 25%. | This can be a great skill to improve accuracy of units with low accuracy and hunters and trappers can use it to increase the effectiveness of Quick Shot. | |
Weapon: Arquebus | Spanish, Ranged | Recruit | Allows an unit to use arquebuses. | ||
Weapon: Blowgun | Native, Ranged | Recruit | Allows an unit to use blowguns. | ||
Weapon: Bow | Ranged | Recruit | Allows an unit to use bows. | ||
Weapon: Dagger | None | Recruit | Allows an unit to use daggers. | Standard weapon for every unit. | |
Weapon: Macuahuitl | Native | Recruit | Allows an unit to use Macuahuitls. | Does also include a shield and 25% chance to block. | |
Weapon: Pole-arm | Spanish | Recruit | Allows an unit to use pole-arms. | If melee damage of Spanish units needs to be improved, this is the best weapon skill when it comes to high damage. | |
Weapon: Spear | Native | Recruit | Allows an unit to use spears. | ||
Weapon: Sword | Spanish | Recruit | Allows an unit to use swords. | Does also include a shield and 25% chance to block. |