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====== Basics ====== There are lot of specialist in Farrim. They can provide useful helping bonuses to ship and captain. Effects of the specific specialist depends on the level they are (0-5). Some specialist do not have levels though, they are always on level 0. Specialist can get new level with 5% change after 50 days on board. Day counter returns into zero after leveling. ==== Common Specialists ==== * Gunner sergeant : ( + 1 points to ship combat + 1% * level ) * Cutlass master ( 20% + (2% per level) chance to kill crew member per combat round, crew combat only), not cumulative, only attack rounds count increase * Defense master sergeant: ( 1pts + 0.5pts per level to crew combat when defending ) * Offense master sergeant: ( 1pts + 0.5pts per level to crew combat when attacking ) * Illusion mage : cloaking ( chance 10% + 5% per level ) * Gun ordinance officer: -0.1 (-0.05 per level ) per ammunition usage ( min still 0.1, ) * Carpenter : enables fixing at sea. ( repair kits needed ), additional carpenters increase repair kit efficiency (more points per kit ) * Navigator ( Speed -1 ), not cumulative. (always level 1) * Entertainer ( Rally effect + 100% + (20% per level ) * Fisherman ( + 2 points to fishing ( + 2% per level ) * Portal Wizard ( teleport ability ) ( always level 0 ) * Whirlpool navigator ( ap cost of using whirlpools reduces 50% ( + 5% per level ) ==== House specialists ==== * Raider ( Hrothgar ) + 1.5pts (+1 per level) in crew combat against building * Wind catcher( Kethvirea) - 2 to movement, replaces navigator ( not cumulative ) * Firestarter ( Chandaran ) + 10% to cannon damage ( not cumulative ) * Pack Master ( Doges ) + 10t to ship capacity ( not cumulative )

 
 specialists.txt · Last modified: 2013/11/16 14:48 by admin
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