Table of Contents
Champion path
Become a formidable personal fighter and get more from your knights. Choose this when you want your ruler to excel in combat.
Focus bonus: +3 Prowess.
Choose this focus in your class lifestyle window. The class earns 25 experience each month before other bonuses; each perk costs 1,000 experience. Perks remain useful when you switch focus within the same class.
Every perk explained
Armsmaster
You become a stronger personal fighter. Your knights make a greater contribution to battles.
Always active: Prowess +4; Knight Effectiveness +5%.
Armored Veteran
You become a stronger personal fighter.
Always active: Prowess +2; Health Penalty Resistance +0.25.
Requires: Armsmaster.
Weapon Master
You become a stronger personal fighter. Your knights make a greater contribution to battles.
Always active: Prowess +3; Knight Effectiveness +10%.
Requires: Armsmaster.
Duelist
You become a stronger personal fighter.
Always active: Prowess +3.
Requires: Armored Veteran.
Inspiring Presence
You become a more capable military leader. Your knights make a greater contribution to battles.
Always active: Martial +2; Knight Effectiveness +15%.
Requires: Weapon Master.
Lead from Front
Conditional bonuses: While personally commanding an army: Commander Advantage +5; Army Damage +10%; Army Toughness +10%. No Regency cost; checked daily. Rally the Host: Spend 2 RP. Advantage +5; Knight Effectiveness +15%; Army Damage +15%; Friendly Fatal Casualties -10%. Duration: 6 months. Cooldown: 1 year. Requires personally commanding an army.
Requires: Inspiring Presence.
Heroic Charge
Your command gives troops a better chance in battle.
Always active: Men-at-Arms Damage +10%; Commander Advantage +5.
Requires: Lead from Front.
Unbreakable
Always active: Army Toughness +10%; Friendly Fatal Casualties -10%.
Requires: Lead from Front.
Hero of the Host
You can personally hold another domain before exceeding your limit. You become a stronger personal fighter.
Always active: Domain Limit +1; Prowess +5; Knight Effectiveness +20%; Commander Advantage +3. Challenge Enemy Commander: Challenge an enemy ruler, knight or commander to a nonlethal duel. Cost: 1 Regency Point. Cooldown: 12 months. Heroic Intervention: Spend 4 RP. Advantage +8; Knight Effectiveness +25%; Army Damage +15%; Army Toughness +15%; Friendly Fatal Casualties -15%. Duration: 6 months. Requires personally commanding an army. Grants the Champion mastery trait.
Requires: Unbreakable.
Completing this path
The final perk awards the matching mastery trait. It marks your completed training; the bonuses come from the perks and are not awarded a second time by the badge.
