About this mod
Gives each background a unique, thematically-appropriate passive skill, with the goals of making each background more diverse, strengthening some of the weaker backgrounds, and enabling niche, off-meta builds. Each passive effect is scaled to be roughly equal in power to a single perk (with a few exceptions). Requires Reforged to run.
- Requirements
- Permissions and credits
- Changelogs
List of background effects of 'normal' backgrounds:
Anatomist: All allies regain +1 hitpoints at the start of this unit's turn.
Apprentice: Continue gaining stats and perks like normal until level 12.
Southern Assassin: Melee damage has +15% more armor piercing against enemies who are stunned, dazed, distracted, webbed, rooted, or netted.
Bastard: Deals 15% increased damage to Noble House enemies.
Barbarian: Heals for 15% of damage dealt.
Beast Slayer: Deals 15% increased damage to beasts.
Beggar: Gains one extra perk point.
Bowyer: Deals +1 additional damage with each tile distant from target.
Brawler: Accumulates 50% less fatigue from enemy attacks, whether they hit or miss.
Butcher: Applies one extra stack of bleeding whenever dealing damage, regardless of weapon.
Caravan Hand: Deals 15% increased damage to bandits.
Companion1H: Increase all stats by +2.
Companion2H: Increase all stats by +2.
Companion-Ranged: Increase all stats by +2.
Cripple: Gain +2 to all stats for each injury.
Cultist: Has a positive morale check upon allies dying.
Daytaler: Gains +10% bonus damage per level of encumberance.
Deserter: Deals 20% increased damage when wavering, 40% increased damage when breaking.
Disowned Noble: The effects of a positive morale state are twice as strong. The effects of negative morale states are 50% stronger.
Eunuch: Immune to charm, fear, and other mental effects.
Farmhand: Increases base fatigue by 10%.
Fisherman: Can throw nets for 0 ap.
Flagellant: Has a positive morale check upon taking damage.
Monk turned Flagellant: Gain % bonus damage equal to % health lost.
Gambler: Roll the dice upon leveling. On a 1, stats increase by 1. On a 2-5, stats increase normally. On a 6, stats increase by maximum values +1.
Gladiator: Gain 0.3% bonus damage in melee for each other unit, ally and enemy, not currently engaged in melee.
Gravedigger: Gain +1 max fatigue for each ally who has died, up to +30.
Graverobber: Gain +1 head and body armor for each ally who has died, up to +30.
Hedge Knight: Reduces armor penetrating damage received by 5%.
Historian: Has access to perks three tiers higher than this character's level.
Houndmaster: Can release hounds for 0 ap.
Hunter: Vision is increased by +1.
Indebted: Gives +2 max fatigue to each other non-indebted in the party.
Juggler: Currently equipped throwing items that use ammo regain 1 ammo each turn.
Killer On the Run: Deals an additional +15% damage in melee on hits to the head.
Lumberjack: Axe skills cost 2 less fatigue and gain +5 chance to hit.
Manhunter: Whip skills cost 2 less fatigue and gain +5 chance to hit.
Mason: Base melee defense is doubled. Melee skill is reduced by the same amount.
Messenger: Reduces fatigue cost of movement by 50%.
Militia: Deals 15% increased damage when allies outnumber enemies.
Miller: Gains HP equal to 15% of max fatigue.
Miner: Deals an additional 10% damage to armor.
Minstrel: Restores +3 fatigue to all allies if wielding a lute at the start of this unit's turn.
Monk: Deals 15% increased damage to undead.
Pacified Flagellant: Immune to bleeding.
Nomad: Deals 15% increased damage if moved this turn. Deals 10% less damage otherwise.
Oathtaker: Deals +10% bonus damage, but head attack probability is reduced to 0.
Peddler: Gain +1 head and body armor per 2000 gold, up to +50.
Poacher: Deals 15% increased ranged damage if no allies are adjacent.
Raider: Deals 15% increased damage to settlement and caravan factions.
Ratcatcher: Can always apply poison for 0 ap. Gain +5 melee skill when using poisoned weapons.
Refugee: -1 ap per tile moved, but fatigue cost of movement is increased by 50%.
Retired Soldier: Immune to 'Overwhelm' effect.
Sellsword: Increases damage dealt by a percentage equal to 15% of daily wage.
Servant: Less likely to be targeted by enemies.
Shepherd: Can use slings in melee range.
Squire: Gain +1 melee skill per 20 days with the company, up to +30 melee skill.
Swordmaster: Has +1% armor piercing for every 5 initiative the user is faster than the target.
Tailor: Fully repairs their armor at the end of each battle.
Thief: This character does not trigger attacks when moving through zone of control.
Vagabond: Deals 5% increased damage for each tile moved this turn.
Wildman: Doubles max health when wearing no head or body armor.
Witchhunter: Gains +1 max range with crossbows.
List of background effects for those backgrounds that can only be acquired once per run via event:
Belly Dancer: Deal 5 non-lethal damage to enemies whenever this character dodges their attack.
Converted Crusader: All single-target weapon skills, melee and ranged, have +1 max range.
Crusader: Deals 30% increased damage to undead.
Regent In Absentia: Will always be at confident morale.
King's Guard: Gains +3 action points each round.
Lindwurm Slayer: Immune to stuns and knockbacks. Deals 30% increased melee damage to higher leveled enemies.
Orc Slayer: Deals 30% increased damage to greenskins.
Pimp: All allies start combat at one higher morale state.
Requires Reforged to run. Should be safe to add mid-run, but certain bonuses (such as beggar's) will not appear on bros in your party, and others will not apply to newly recruited bros until the town's recruits have refreshed.
Suggestions for alternate thematically appropriate bonuses are welcome, as well as opinions on balance between the different backgrounds.
Please list any bugs encountered under the 'Bugs' page.
Vanilla version of the mod can be found here, which has several balance tweaks and reworked bonuses, and should be compatible with most other mods.