A/N: I do not own Darkest Dungeon or anything affiliated with the brand. This is just fanfic from an amateur writer. Warning: World Building, Unreliable Narrator, Dark, Everyone is Broken, Flashbacks, Horror, Death, Stress, Traumatic Pasts, Human Trafficking, Abuse, Child Abuse, Rape, Hey Did I Mention Dark? Cheesy Romance, and Gamer tropes. I do not make any money off this story. Thank you for your time and my gratitude to Red Hook Studios.
This can be skipped if you're only interested in the story, though I leave crumbs and foreshadowing in these chapters. Do with that as you will.
Key:
*: Part of a measurement/flag system. In the context of quirks, it means that quirk has been locked in. In the context of perks, blessings, skills, or abilities, it marks their rarity. The more * the higher the ranking. It can also mean that this perk/blessing/skill/ability has prestige, evolved, or is considered an advanced version of itself. In the context of stats, it means you've hit your stat limit at this time. The actual numbers can be higher but are typically unavailable.
Stats: Ch 12-15
Lenore Adamos Ch 15
Class: Established Lord* LvL 1
Race: Human(?)
Health: 65/65
Mana: 366/366
Insight: 99*
Quirks: Skilled Gambler (+), Stress Faster (+), Meditator (+), Resolution* (-), Witness (-), Fear of Mankind (-), Anemic (-)
Str: 87
Dex: 94
Con: 85
Int: 369
Wis: 500*
Chr: 189
Lck: 433
WP: 105
Class
Class: Established Lord* Lvl 1
Sub-Class: Arcanist* Lvl 6
Sub-Class: Cleric of the Light Lvl 6
Sub-Class: Elementalist Lvl 7
Sub-Class: Warlock Lvl 1
Sub-Class: Sage* Lvl 1
Sub-Class: War Mage** Lvl 1
Sub-Class: Enchanter* Lvl 1
Sub-Class: Highwayman Lvl 2
Sub-Class: Crusader Lvl 1
Sub-Class: Vestal Lvl 5
Sub-Cass: Plague Doctor Lvl 1
Sub-Class: Shield Breaker* Lvl 1
Sub-Class: Bounty Hunter Lvl 1
Sub-Class: Hound Master Lvl 3
Sub-Class: Antiquarian Lvl 1
Sub-Class: Grave Robber Lvl 1
Sub-Class: Man-At-Arms* Lvl 1
Sub-Class: Abomination Lvl 1
Sub-Class: Flagellant Lvl 2
Sub-Class: Occultist Lvl 3
Sub-Class: Hellion Lvl 1
Sub-Class: Leper Lvl 2
Sub-Class: Arbalist Lvl 1
Perks
Greater Blessing: You Will Be Loved (See Stat Sheet Ch 7 for Details)
Beloved Perk
For More Than Me Perk :
Only Love is Enough Perk
Great Blessing: Fortune's Favored (See Stat Sheet Ch 7 for Details)
Hold 'Em or Fold 'Em Perk (See Stat Sheet Ch 7 for Details)
Hexable Offense or a Blessing? Perk (See Stat Sheet Ch 7 for Details)
End of the Line Perk: (See Stat Sheet Ch 8-11 for Details)
Treasure Bound Perk (ch 15): An innate sense of where loot and secrets are hidden or stored away. A right Gold Sniffer that can easily find any hidden rooms, locked chests, or even random loose change. If it's valuable, it's on your radar. A rouge's best friend. Depending on your roll Treasure can be increased from X2 to X7 in quantity/quality. Given as a reward for reaching 300 Lck.
Second Shot Perk (ch 15): When Fate rolls low or a critical fail, you take the dice in hand and give it a second shot. Isn't that a feat of being Lucky? The limit of rerolls per day is Luck/7 and then rounded to the nearest whole number. Given as a reward for reaching 400 Lck.
By Divine Right, You are Lord Perk (See Stat Sheet Ch 7 for Details)
Unquie Lord's Perk, The Greater Blessing of Sincerity
The Adamos Family Bloodline (See Stat Sheet Ch 7 for Details)
Greater Arcane Adept Perk
Blessed unto the Dark Perk
Instinctively Ritualistic Perk
Breed for Terrible Greatness Perk
Lordship of a Great Old House Perk
Light Comenth and the Stars Align Perk
Stat-Milestone Rewards
Hold 'Em or Fold 'Em Perk (See Stat Sheet Ch 7 for Details) A reward for reaching 100 Lck.
Hexable Offense or a Blessing? Perk (See Stat Sheet Ch 7 for Details) A reward for reaching 150 Lck,
End of the Line Perk: (See Stat Sheet Ch 8-11 for Details) A Reward for reaching 200 Lck.
Treasure Bound Perk (ch 15): An innate sense of where loot and secrets are hidden or stored away. A right Gold Sniffer that can easily find any hidden rooms, locked chests, or even random loose change. If it's valuable it's on your radar. A rouge's best friend. Depending on your roll Treasure can be increased from X2 to X7 in quantity/quality. Given as a reward for reaching 300 Lck.
Second Shot Perk (ch 15): When Fate rolls low or a critical fail, you take the dice in hand and give it a second shot. Isn't that a feat of being Lucky? The limit of rerolls per day is Luck/7 and then rounded to the nearest whole number. Given as a reward for reaching 400 Lck.
Greater Insight Perk (ch 11): (See Stat Sheet Ch 8-11 for Details) A reward for reaching 100 Wis.
Know Thyself Perk (ch 11): (See Stat Sheet Ch 8-11 for Details) A reward for reaching 150 Wis.
Spell Editor Perk (ch 15): You have enough of an understanding of magic to not only create new spells/rituals/trinkets etc… but edit and enhance them on the fly. Grants Metamagic ability with Adept proficiency. When in a rest area you may edit/enhance/create as you see fit and can afford. When in combat you are limited to the level of proficiency equal to how many metamagic abilities can be used. I.e. Adept proficiency gives 2 abilities, Genius grants 3, and so on until all 6 abilities are reached. Grants +3 Int and +3 Wis per level. A reward for reaching 200 Wis.
Sagely Wisdom Perk (ch 15): With profound wisdom over many of your peers you have awakened to the prestige Sage* Class. Allows you to use the fabled ritual, "Class Change" provided that the recipient meets the requirements of the class and has the necessary materials. Allows for the Unique ability of Dual Cast. A reward for reaching 300 Wis.
Not A Drop Wasted* Perk (ch 15): Mastery over yourself allows for perfect control when using/channeling/controlling anything related to mana or various energies. All penalties to control or spell wastage are negated. +1,000% when learning control over a spell/ability that requires the use or channeling of energy. All spell costs are reduced by 50% and effectiveness is increased by 300%. All mana/energy-related skills have an increased experience gain/learning speed of +500%. A reward for reaching 400 Wis.
Enchanter* Perk (Ch 15): It's not enough to memorize the signs, runes, and symbols you need to understand how they work together. Congratulations you've unlocked the code to the universe.
Unlocks Enchant Ability with Adept proficiency, all schools, and fields that require the use of symbols/rune/enchanting/other similar mediums gain +500% speed in execution, +500% experience, and +7 modifiers in skill checks. In your hands, any set of tools can temporarily become an arcane toolset for their intended use. I.e. A masonry kit would work best on various stones, a loom room works best to make magic cloth, a smith's set would be best for working with metals, etc… A reward for reaching 500 Wis.
Hefty Mana Perk (Ch 15): Your mana has become concentrated, condensed, and stronger as a result. All spells/rituals/trinkets gain x3 Power to the exponential stage of proficiency. I.e. (S*3)^(stage of proficiency). -50% experience speed to leveling proficiency in mana-focused areas. (To be applied with other bonuses before application.) Given as a Reward for reaching 100 Int.
Never Lost Perk (Ch 15): You always know where you are, how to get where you are going, when it is, what you need to reach the destination, and how long traveling should be. Calculations when planning trips are a trifling business. Grants Spatial Magic Adept ability, +7 modifier to teleportation, shadow travel, Dark Paths, and other modes of travel. Gain Adept proficiency and +300% experience in all methods of transport. Gain +5 Perception, Int, and Wis to planning and implementing travel routes and +10 Lck when traveling. Given as a Reward for reaching 150 Int.
Shadow Inheritance* Perk (Ch 15): A Dark Blood that has reached the capacity to use its inheritance and the charming mystique that comes with it. Grants Adept Illusions, Adept Necromancy, and Adept Shadow Magic. If adept or greater proficiency has already been achieved gain +3 levels in that field. +200% resistance to Dark Magic, illusions, and necromantic energies. +300% resistance to shadow magic. +300% speed/experience to illusion, necromancy, and shadow magic. +2 Int, Wis, and Chr per Lvl. Given as a Reward for reaching 200 Int.
War Mage* Perk (Ch 15): Even as a squishy mage you were built for battle.
Grants: Spell of Opportunity : (passive ability) Retaliatory attacks are no longer limited to physical means but allow casting a single target spell at the aggressor. That being said if its comrades happen to get hit with splash damage…will that be their own fault for standing too close. Calm Mind :(passive ability) Even in the heat of battle you are undisturbed, with steady thoughts and controlled emotions. + 5 to concentration checks, concentration will not break from movement, attacking, or defending. Signless Cast : (passive ability) You can perform spells that require the use of a focus or hand signs even with your hands burdened with something not related to casting. +5% costs to spells if there isn't a free hand/or focus to spells that typically require them. Power Theft : (active ability) Disrupting another's spell/attack/concentration allows you to harvest the lost mana for your own ends. Given as a Reward for reaching 300 Int.
Beast Friend Perk (Ch 15): All common, uncommon, and rare animals/beasts gain +25 Obedience, +25 Loyalty, and +50 Affection at the first meeting. All social gains increase by 50% and penalties are reduced by 50%. Gain +5 to persuasion for any creature in the beast/animal/were-creature categories. Persuaded beasts/animals/were-creatures can now be counted as allies or recruited to become your 'men'. Given as a Reward for reaching 100 Chr.
Empathy Perk (Ch 15): While the blessing of Sincerity gives an insight into a person's feelings, this removes the guesswork. Able to passively feel the emotions of others around you, and if you concentrate on them you can gain a detailed insight into what they are feeling, the intensity of said feelings, and why they are feeling them. Given as a Reward for reaching 150 Chr.
Where There is a Will, There is a Way Perk (Ch 15): Should you be lacking in a Stat to perform an action you can make it up in sheer willpower. The saving throw or action cost is increased by x2. For example, if an action needs 100 Str but you are lacking, you need 200 WP to perform that same action instead. Or if a spell requires 70 MP and 150 Int but you are lacking in Int you can instead have a stat check of 300 WP and pay 140 MP for the same spell. Given as a Reward for reaching 100 WP.
Max-Bond Rewards
Rally the Light! Perk (ch 8): Reward from Reynauld from Ch 8.
Roguish Charm Perk (Ch 13): All rouge-class heroes gain a 50% bonus in emotionally bonding with you. Reduces the loss of emotional bonds in rouge heroes by 50%. Reward from Dismas from Ch 13.
Studiously Inclined Perk (Ch 14): All scholar/education-focused units gain a 50% bonus in emotionally bonding with you. Reduces the loss of emotional bonds in scholar/education-focused units by 50%. Increases research speed by from Stafford from Ch 14.
Lawfully Inclined Perk (Ch 15): All lawful and order-aligned units gain a 50% bonus in emotionally bonding to you. Reduces the loss of emotional bonds in lawful and order-aligned units by 50% Gives a +3 Bonus when confronted with a Law or Order related check. Reward from Seguier from Ch 15.
Gently I Tend Perk (Ch 15): +150% experience and learning speed for all healing arts regardless of alignment. The cost of healing magic is reduced by 50%.+3 modifiers on healing rolls. Reward from Villehardian from Ch 15.
Made By the Blood, Undone by the Blood Perk (Ch 15): +150% experience and learning speed for Blood Magic, Sacrificial Magic, and Flesh Crafting. The cost of Blood-based skills and magic is reduced by 50%.+3 modifiers on rolls relating to Blood. Reward from Poussin from Ch 15.
Pyromancer Perk (Ch 15): +150% experience and learning speed for fire/flame-related skills and abilities regardless of alignment. The cost of fire magic is reduced by 50%.+3 modifiers on rolls relating to fire. Grants Fire Adept Skill, if already acquired raises it by 3 levels. Reward from Taillebois from Ch 15.
The Hamlet
The Stage Coach: Upgraded 30%
Network: Lvl 1
Barracks: Lvl 2
Experienced Recruits: Lvl 1
Blacksmith: Upgraded 38%
Weaponsmithing: Lvl 2
Armorsmithing: Lvl 2
Furnace: Lvl 1
Guild: Upgraded 55%
Instructor Mastery: Lvl 2
Training Regime: Lvl 3
Survivalist: Upgraded 0%
Bonfire: Lvl 0
Tavern: Upgraded 0%
Bar: Lvl 0
Gambling: Lvl 0
Brothel: Lvl 0
Abbey: Upgraded 0%
Cloister: Lvl 0
Transcept: Lvl 0
Penance Hall: Lvl 0
Sanitarium: Upgraded 7%
Treatment Library: Lvl 1
Medical Devices: Lvl 0
Patient Cells: Lvl 0
Nomad Wagon: Upgraded 0%
Wagon Size: Lvl 0
Merchant Network: Lvl 0
Ancestor's Memoirs: Lvl 0
Heroes
Dismas (Highwayman): Lvl 2 (ch 15)
Quirks: Hard Noggin (+), Quick Reflexes (+), Cove Scrounger (+), Lurker (+), Fated (+), Ashen* (-), Known Cheat (-), Deviant Tastes* (-), Bad Gambler (-)
Obedience: 100* (ch 14)
Loyalty: 100* (ch 14)
Affection: 100* (ch 14)
Bonus (for reaching 75 points across the board, Ch 8) : + 1 Lvl to Highwayman Class
Bonus (For maxing your emotional bond, Ch 13): Roguish Charm Perk: All rouge class heroes gain a 50% bonus in emotionally bonding to you. Reduces the loss of emotional bonds in rouge heroes by 50%
Breakdown:
Victory (Ch12): +5 Obedience, +5 Loyalty, +5 Affection
Another Drink? Don't Mind if I Do (Ch 12): +5 Obedience, +5 Loyalty, +5 Affection
The Apprentice is Finished (Ch 13): +10 Obedience, +10 Loyalty, +10 Affection
Dark Damn! What Have We Stirred? (Ch 13): +0 Obedience, +0 Loyalty, +0 Affection
Our Lord Defends (Ch 13): +15 Obedience, +15 Loyalty, +15 Affection
A Good Time (Ch 14): +0 Obedience, +8 Loyalty, +8 Affection
She Who Holds the Storm (Ch15): +15 Obedience, +15 Loyalty, +15 Affection
Reynauld (Crusader): Lvl 2 (ch 15)
Quirks: Warrior of Light (+), God Fearing (-), Bloodthirsty (-)
Obedience: 100* (Ch 14)
Loyalty: 100* (Ch 14)
Affection:100* (Ch 14)
Bonus (for reaching 75 points across the board, Ch 8): Smite Lvl 1 acquired
Bonus (For maxing your emotional bond, Ch8): Rally the Light! Perk: All religious units gain a 50% bonus in emotionally bonding to you. Reduces the loss of emotional bonds in religious units by 50%
Breakdown:
Deamon! (Ch 12): +0 Obedience, +0 Loyalty, +0 Affection
…Fine, Welcome Abroad…Brother (Ch 12): -3 Obedience, -3 Loyalty, +0 Affection
Heretic! (Ch 12): -3 Obedience, -3 Loyalty, +0 Affection
The Apprentice is Finished (Ch 13): +15 Obedience, +15 Loyalty, +15 Affection
Light Damn! What Have We Stirred? (Ch 13): +0 Obedience, +0 Loyalty, +0 Affection
Our Lord Defends (Ch 13): +15 Obedience, +15 Loyalty, +15 Affection
A Good Time (Ch 14): +0 Obedience, +8 Loyalty, +8 Affection
She Who Holds the Storm (Ch15): +15 Obedience, +15 Loyalty, +15 Affection
Taillebois (Vestal): Lvl 3 (ch 15)
Quirks: Ruins Explorer (+), Hypomania* (-), Infirm* (-), Risktaker (-),
Obedience: 100* (Ch 15)
Loyalty: 100* (Ch 15)
Affection: 100* (Ch 15)
Bonus (for reaching 75 points across the board, Ch 13) : + 1 Lvl to Vestal Class
Bonus (For maxing your emotional bond, Ch14): Pyromancer Perk: +150% experience and learning speed for fire/flame-related skills and abilities regardless of alignment. The cost of fire magic is reduced by 50%.+3 modifiers on rolls relating to fire. Grants Fire Adept Skill, if already acquired raises it by 3 levels.
Breakdown:
Finally Peace (Ch 12): +8 Obedience, +8 Loyalty, +8 Affection
Deamon! (Ch 12): +0 Obedience, +0 Loyalty, +0 Affection
…Fine, Welcome Abroad…Brother (Ch 12): -3 Obedience, -3 Loyalty, -3 Affection
A Week of Worship (Ch12): +8 Obedience, +8 Loyalty, +8 Affection
Heretic! (Ch 12): -3 Obedience, -3 Loyalty, -3 Affection
The Apprentice is Finished (Ch 13): +15 Obedience, +15 Loyalty, +15 Affection
Light Damn! What Have We Stirred? (Ch 13): +0 Obedience, +0 Loyalty, +0 Affection
Our Lord Defends (Ch 13): +15 Obedience, +15 Loyalty, +15 Affection
A Good Time (Ch 14): +0 Obedience, +8 Loyalty, +8 Affection
She Who Holds the Storm (Ch15): +15 Obedience, +15 Loyalty, +15 Affection
Tranchant (Plague Doctor) Lvl 2 (ch 15)
Quirks: Meditator (+), Twilight Dreamer* (+), Hard Noggin (+), Stout (+), Quick Draw (+), Risktaker (-), Thanatophobia* (-), Calm (-), Faithless (-), Risktaker (-)
Obedience: 85 (Ch 15)
Loyalty: 83 (Ch 15)
Affection: 63 (Ch 15)
Breakdown:
Victory (Ch12): +5 Obedience, +5 Loyalty, +5 Affection
The Apprentice is Finished (Ch 13): +10 Obedience, +10 Loyalty, +10 Affection
Dark Damn! What Have We Stirred? (Ch 13): +0 Obedience, +0 Loyalty, +0 Affection
Our Lord Defends (Ch 13): +10 Obedience, +10 Loyalty, +10 Affection
A Good Time (Ch 14): +0 Obedience, +5 Loyalty, +5 Affection
She Who Holds the Storm (Ch15): +15 Obedience, +15 Loyalty, +15 Affection
Seguier (Houndmaster) Lvl 3 (ch 15)
Quirks: Warrior of Light (+), Balanced (+), Luminous (+), Ruins Scrounger (+), Weald Scrounger (+), Infirm* (-), Anemic (-)
Obedience: 100* (Ch 15)
Loyalty: 100* (Ch 15)
Affection: 100* (Ch 15)
Bonus (for reaching 75 points across the board, Ch 12) : + 1 Lvl to Houndmaster Class
Bonus (For maxing your emotional bond, Ch15): Lawfully Inclined Perk: All lawful and order-aligned units gain a 50% bonus in emotionally bonding to you. Reduces the loss of emotional bonds in lawful and order-aligned units by 50% Gives a +3 Bonus when confronted with a Law or Order related check.
Breakdown:
Victory (Ch 12): +8 Obedience, +8 Loyalty, +8 Affection
Victory (Ch 12): +8 Obedience, +8 Loyalty, +8 Affection
Heretic! (Ch 12): -3 Obedience, -3 Loyalty, -3 Affection
Victory in Those Salted Caves (Ch 12): +8 Obedience, +8 Loyalty, +8 Affection
A Good Time (Ch 14): +0 Obedience, +8 Loyalty, +8 Affection
Down with the Wizened Hag (Ch 15): +15 Obedience, +15 Loyalty, +15 Affection
She Who Holds the Storm (Ch15): +15 Obedience, +15 Loyalty, +15 Affection
Courteney (Antiquarian) Lvl 2 (ch 15)
Quirks: Fairweather Fighter (+), Weald Scrounger (+), Hot to Trot (+), Balanced (+), Precise Strike (+), Claustrophobia* (-), Cove Phobe* (-)
Obedience: 90 (Ch 15)
Loyalty: 88 (Ch 15)
Affection:83 (Ch 15)
Bonus (for reaching 75 points across the board, Ch 15) : Flash Powder Lvl 1 Acquired
Breakdown:
Victory (Ch12): +5 Obedience, +5 Loyalty, +5 Affection
Victory in Those Fettered Halls (Ch12): +5 Obedience, +5 Loyalty, +5 Affection
Victory Against Fungal Creatures (Ch 13): +5 Obedience, +5 Loyalty, +5 Affection
A Good Time (Ch 14): +0 Obedience, +8 Loyalty, +8 Affection
Gone with the Charming Siren (Ch 15): +15 Obedience, +15 Loyalty, +15 Affection
She Who Holds the Storm (Ch15): +15 Obedience, +15 Loyalty, +15 Affection
Falaise (Bounty Hunter) Lvl 2 (ch 15)
Quirks: Deadly (+), Weapon Tinker (+), Early Riser (+), Warrens Scrounger (+), Fated (+), Fear of Beast (-), Nervous* (-)
Obedience: 75 (Ch 15)
Loyalty: 70 (Ch 15)
Affection: 75 (Ch 15)
Breakdown:
Victory Against Those Dreaded Beasts (Ch 12): +5 Obedience, +5 Loyalty, +5 Affection
Victory (Ch12): +5 Obedience, +5 Loyalty, +5 Affection
Victory in Those Salted Caves (Ch12): +5 Obedience, +5 Loyalty, +5 Affection
A Good Time (Ch 14): +0 Obedience, +5 Loyalty, +5 Affection
Victory against the Bonely Men (Ch 14): +5 Obedience, +5 Loyalty, +5 Affection
She Who Holds the Storm (Ch15): +10 Obedience, +10 Loyalty, +10 Affection
Guildersleeve (Grave Robber) Lvl 2 (ch 15)
Quirks: Beast Slayer (+), Cove Adventurer (+), Stress Faster (+), Fear of Eldritch* (-), Nervous Bleeder (-)
Obedience: 71 (Ch 15)
Loyalty: 69 (Ch 15)
Affection: 64 (Ch 15)
Breakdown:
Victory Against Those Fish Fiends (Ch 13): +5 Obedience, +5 Loyalty, +5 Affection
Victory In Slaying the Rattling Unholy (Ch 13): +5 Obedience, +5 Loyalty, +5 Affection
Victory Against the Plague Beasts (Ch 14): +8 Obedience, +8 Loyalty, +8 Affection
A Good Time (Ch 14): +0 Obedience, +8 Loyalty, +8 Affection
Praise the Sun (Ch 15): +8 Obedience, +8 Loyalty, +8 Affection
Ecouland (Man-At-Arms): Lvl 2 (ch 15)
Quirks: Unyielding (+), Mankind Hater (+), Beast Slayer (+), Clotter (+), Quick Reflexes (+), Scientific (-) Phengophobia (-)
Obedience: 65 (Ch 14)
Loyalty: 60 (Ch 14)
Affection: 55 (Ch 14)
Breakdown:
A Keg Just For Me? (Ch 12): +5 Obedience, +5 Loyalty, +5 Affection
Victory in Those Fettered Halls (Ch12): +5 Obedience, +5 Loyalty, +5 Affection
Victory In Slaying the Rattling Unholy (Ch 13): +5 Obedience, +5 Loyalty, +5 Affection
Bartender! Another! (Ch 13): +5 Obedience, +5 Loyalty, +5 Affection
Victory Against the Plague Beasts (Ch 14): +5 Obedience, +5 Loyalty, +5 Affection
Ah, the Sweet Taste of Good Ale (Ch 14): +5 Obedience, +5 Loyalty, +5 Affection
A Good Time (Ch 14): +0 Obedience, +5 Loyalty, +5 Affection
Praise the Sun (Ch 15): +10 Obedience, +10 Loyalty, +10 Affection
Neot (Abomination): Lvl 2 (ch 15)
Quirks: Hard Skinned (+), Cove Scrounger (+), Weald Tatication (+), Risktaker* (-), Fear of Eldritch (-), Sitiomania* (-)
Obedience: 70 (Ch 15)
Loyalty: 65 (Ch 15)
Affection: 60 (Ch 15)
Breakdown:
Claiming (Ch 12): +30 Obedience, +20 Loyalty, +15 Affection
A Place to Belong (Ch 12): +10 Obedience, +10 Loyalty, +10 Affection
Straight to Business (Ch 12): +5 Obedience, +5 Loyalty, +5 Affection
Victory (Ch12): +5 Obedience, +5 Loyalty, +5 Affection
Victory (Ch12): +5 Obedience, +5 Loyalty, +5 Affection
Victory Against Those Fish Fiends (Ch 13): +5 Obedience, +5 Loyalty, +5 Affection
A Good Time (Ch 14): +0 Obedience, +5 Loyalty, +5 Affection
The First Wave (Ch 15): +5 Obedience, +5 Loyalty, +5 Affection
Praise the Sun (Ch 15): +5 Obedience, +5 Loyalty, +5 Affection
Villehardian (Vestal): Lvl 3 (ch 15)
Quirks: Healer's Gift (+), Cove Tactician (+), Gifted (+), Natural (+), Last Gasp (+), Tuckered Out (-)
Obedience: 100* (Ch 15)
Loyalty: 100* (Ch 15)
Affection: 100* (Ch 15)
Bonus (for reaching 75 points across the board, Ch 14) : + 1 Lvl to Vestal Class
Bonus (For maxing your emotional bond, Ch15): Gently I Tend Perk: +150% experience and learning speed for all healing arts regardless of alignment. The cost of healing magic is reduced by 50%.+3 modifiers on healing rolls.
Breakdown:
Claiming (Ch 12): +45 Obedience, +30 Loyalty, +23 Affection
For The Light (Ch12): +8 Obedience, +8 Loyalty, +8 Affection
Victory (Ch 12): +8 Obedience, +8 Loyalty, +8 Affection
By Pain, I Am Human (Ch 12): +8 Obedience, +8 Loyalty, +8 Affection
Heretic! (Ch 12): -3 Obedience, -3 Loyalty, -3 Affection
Victory in Those Fettered Halls (Ch12): +8 Obedience, +8 Loyalty, +8 Affection
Victory In Slaying the Rattling Unholy (Ch 13): +8 Obedience, +8 Loyalty, +8 Affection
A Good Time (Ch 14): +0 Obedience, +8 Loyalty, +8 Affection
Victory against the Bonely Men (Ch 14): +8 Obedience, +8 Loyalty, +8 Affection
Down with the Wizened Hag (Ch 15): +15 Obedience, +15 Loyalty, +15 Affection
She Who Holds the Storm (Ch15): +15 Obedience, +15 Loyalty, +15 Affection
Poussin (Flagellant): Lvl 3 (ch 15)
Quirks: Natural Eye (+), Lurker (+), Spiritual (+), Last Gasp (+), Steady (+), Egomania (-), Stress Eater* (-), Phengophobia* (-)
Obedience: 100* (Ch 15)
Loyalty: 100* (Ch 15)
Affection: 100* (Ch 15)
Bonus (for reaching 75 points across the board, Ch 15) : Gain Skill: Suffer Lvl 1
Bonus (For maxing your emotional bond, Ch15): Made By the Blood, Undone by the Blood Perk: +150% experience and learning speed for Blood Magic, Sacrificial Magic, and Flesh Crafting. The cost of Blood-based skills and magic is reduced by 50%.+3 modifiers on rolls relating to Blood.
Breakdown:
Claiming (Ch 12): +45 Obedience, +30 Loyalty, +23 Affection
For The Light (Ch12): +8 Obedience, +8 Loyalty, +8 Affection
Victory (Ch12): +8 Obedience, +8 Loyalty, +8 Affection
Heretic! (Ch 12): -3 Obedience, -3 Loyalty, -3 Affection
Victory in Those Fettered Halls (Ch12): +8 Obedience, +8 Loyalty, +8 Affection
Victory Against Those Fish Fiends (Ch 13): +8 Obedience, +8 Loyalty, +8 Affection
Victory Against Fungal Creatures (Ch 13): +8 Obedience, +8 Loyalty, +8 Affection
A Good Time (Ch 14): +0 Obedience, +8 Loyalty, +8 Affection
Down with the Wizened Hag (Ch 15): +15 Obedience, +15 Loyalty, +15 Affection
Gone with the Charming Siren (Ch 15): +15 Obedience, +15 Loyalty, +15 Affection
She Who Holds the Storm (Ch15): +15 Obedience, +15 Loyalty, +15 Affection
Aguilon (Occultist): Lvl 3 (ch 15)
Quirks: Natural (+), Weapon Tinker (+), Armor Tinker (+), On Guard (+), Musical (+), Misses the Spot (-), Known Cheat (-), Scientific* (-), Unquiet Mind (-)
Obedience:90 (Ch 15)
Loyalty: 98 (Ch 15)
Affection: 98 (Ch 15)
Bonus (for reaching 75 points across the board, Ch 15): + 1 Lvl to Occultist Class
Breakdown:
A Dark Lady (Ch 12): +10 Obedience, +20 Loyalty, +25 Affection
Claiming (Ch 12): +30 Obedience, +20 Loyalty, +15 Affection
A Chance to Study the Eldritch Up Close (Ch12:) +5 Obedience, +5 Loyalty, +5 Affection
Victory Against Those Fish Fiends (Ch 13): +5 Obedience, +5 Loyalty, +5 Affection
Victory In Slaying the Rattling Unholy (Ch 13): +5 Obedience, +5 Loyalty, +5 Affection
Victory Against the Plague Beasts (Ch 14): +5 Obedience, +5 Loyalty, +5 Affection
A Good Time (Ch 14): +0 Obedience, +8 Loyalty, +8 Affection
Gone with the Charming Siren (Ch 15): +15 Obedience, +15 Loyalty, +15 Affection
She Who Holds the Storm (Ch15): +15 Obedience, +15 Loyalty, +15 Affection
Stafford (Occultist): Lvl 1 (ch 15)
Quirks: Warrior of Light (+), Stress Faster (+), Cove Adventurer (+), Gifted (+), Fear of Beasts (-), Torn Rotator (-), Paranormamania (-)
Obedience:100* (Ch 13)
Loyalty: 100* (Ch 13)
Affection: 100* (Ch 13)
Bonus (for reaching 75 points across the board, Ch 13): Gain 'Weakening Curse' Skill
Bonus (For maxing your emotional bond, Ch14): Studiously Inclined Perk: All scholar/education-focused units gain a 50% bonus in emotionally bonding to you. Reduces the loss of emotional bonds in scholar/education-focused units by 50%. Increases research speed by x2.
Breakdown:
The Soul of the Shadowed Sun (Ch 13): +60 Obedience, +60 Loyalty, +75 Affection, Rally the Light! Perk is activated by the Warrior of Light Quirk
Love At First Sight? (Ch 13): +0 Obedience, +0 Loyalty, +0 Affection
Claiming (Ch 13): +45 Obedience, +30 Loyalty, +23 Affection
Victory Against Fungal Creatures (Ch 13): +8 Obedience, +8 Loyalty, +8 Affection
A Good Time (Ch 14): +0 Obedience, +8 Loyalty, +8 Affection
Victory against the Bonely Men (Ch 14): +8 Obedience, +8 Loyalty, +8 Affection
The First Wave (Ch 15): +8 Obedience, +8 Loyalty, +8 Affection
Meditation is a Crucial Component of Sanity (Ch 15): +8 Obedience, +8 Loyalty, +8 Affection
She Who Holds the Storm (Ch15): +15 Obedience, +15 Loyalty, +15 Affection
Talvace (Hellion): Lvl 2 (ch 15)
Quirks: Hard Noggin (+), Unerring (+), Tough (+), Quickdraw (+), Flagellant (-), Nocturnal (-), Lagophobia (-)
Obedience:60 (Ch 15)
Loyalty: 55 (Ch 15)
Affection: 50 (Ch 15)
Breakdown:
Claiming (Ch 13): +30 Obedience, +20 Loyalty, +15 Affection
Victory Against Fungal Creatures (Ch 13): +5 Obedience, +5 Loyalty, +5 Affection
A Good Time (Ch 14): +0 Obedience, +5 Loyalty, +5 Affection
The First Wave (Ch 15): +5 Obedience, +5 Loyalty, +5 Affection
Down with the Wizened Hag (Ch 15): +10 Obedience, +10 Loyalty, +10 Affection
She Who Holds the Storm (Ch15): +10 Obedience, +10 Loyalty, +10 Affection
Louet (Leper): Lvl 2 (ch 15)
Quirks: Clotter (+), Irrepressible (+), Balanced (+), Diurnal (-)
Obedience:99 (Ch 15)
Loyalty: 92 (Ch 15)
Affection: 85 (Ch 15)
Bonus (for reaching 75 points across the board, Ch 15): + 1 Lvl to Leper Class
Breakdown:
Claiming (Ch 13): +45 Obedience, +30 Loyalty, +23 Affection
A Kind Thought or Insult? (Ch 13): +0 Obedience, +0 Loyalty, +0 Affection
Victory Against the Plague Beasts (Ch 14): +8 Obedience, +8 Loyalty, +8 Affection
A Good Time (Ch 14): +0 Obedience, +8 Loyalty, +8 Affection
Victory against the Bonely Men (Ch 14): +8 Obedience, +8 Loyalty, +8 Affection
The First Wave (Ch 15): +8 Obedience, +8 Loyalty, +8 Affection
Gone with the Charming Siren (Ch 15): +15 Obedience, +15 Loyalty, +15 Affection
She Who Holds the Storm (Ch15): +15 Obedience, +15 Loyalty, +15 Affection
Darce (Arbalist): Lvl 1 (ch 15)
Quirks: Natural (+), Ruins Adventurer (+), Unerring (+), Flagellant (-). Warrens Phobe (-)
Obedience: 35 (Ch 15)
Loyalty: 25 (Ch 15)
Affection: 20 (Ch 15)
Breakdown:
Claiming (Ch 13): +30 Obedience, +20 Loyalty, +15 Affection
Praise the Sun (Ch 15): +5 Obedience, +5 Loyalty, +5 Affection
The Graveyard
Biagnard (Shieldbreaker) Lvl 0 Dead Ch 10
Quirks: -
Obedience: 0 (Ch 10)
Loyalty: 0 (Ch 10)
Affection: 0 (Ch 10)
Harvest Ability: Unlock Puncture Skill (ch 10)
Breakdown:
Death: All bonds reduced to 0
Marisco (Plague Doctor): Lvl 1 Dead Ch 11
Quirks: -
Obedience: 0 (Ch 11)
Loyalty: 0 (Ch 11)
Affection: 0 (Ch11)
Harvest Ability: Unlock Plague Grenade Skill (Ch 11)
Breakdown:
Death: All bonds reduced to 0
Coursueme (Bounty Hunter) Lvl 1 Dead Ch 11
Quirks: -
Obedience: 0 (Ch 11)
Loyalty: 0 (Ch 11)
Affection: 0 (Ch 11)
Harvest Ability: Unlock Come Hither Skill (Ch 11)
Breakdown:
Death: All bonds reduced to 0
Castillion (Highwayman) Lvl 1 Dead Ch 11
Quirks: -
Obedience: 0 (Ch 11)
Loyalty: 0 (Ch 11)
Affection: 0 (Ch 11)
Harvest Ability: Unlock Pistol Shot Skill (Ch 11)
Breakdown:
Death: All bonds reduced to 0
Dudley (Shieldbreaker) Lvl 1 Dead Ch 11
Quirks: -
Obedience: 0 (Ch 11)
Loyalty: 0 (Ch 11)
Affection: 0 (Ch 11)
Harvest Ability: Unlock Impale Skill (Ch11)
Breakdown:
Death: All bonds reduced to 0
Abilities/Skills (Ch 15)
Adamos Bloodline:
Dark Genius**: Lv 6.9
Flesh Crafting Genius*: Lvl 6
Necromancy Adept*: Lvl 3
Shadow Arts Adept*: Lvl 7.9
Ritual Adept*: Lvl 5
Blood Magic: Lvl 5
Alchemy Adept*: Lvl 4.5
Curses Adept*: Lvl 6
Illusion Adept*: Lvl 1
Runes Adept*: 3.4
Arcanist/Sage* Lvl 6/1:
Elemental Magic LvL 9
Warding Adept* Lvl 8.2
Neutral Magic Lvl 4.6
Ritual Adept* Lvl 5
Divining Adept* Lvl 5.3
Memory Palace Lvl 7.5
Mage Sight Lvl 6.7
Temporal Magic* Lvl 1.7
Spatial Magic Adept*: Lvl 1
Metamagic Adept*: Lvl 1
Dual Cast**: Lvl 1
Cleric of the Light Lvl 6:
Light Genius*: Lvl 9.4
Fire Adept*: Lvl 10*
Healing Magic: Lvl 7.9
Non-Magical Healing: Lvl 4.8
Restoration Magic: Lvl 6.7
Blessings Adept*: Lvl 5.9
Speech: Lvl 4
Cooking: Lvl 5.6
Elementalist Lvl 7:
Elemental Commune: Lvl 9.6
Elemental Manifest: Lvl 8
Elemental Command: Lvl 4.4
Dark Genius*: Lv 6.9
Light Genius*: Lvl 9.4
Fire Adept*: Lvl 10*
Water Magic: Lvl 5.3
Wind Magic: Lvl 7.9
Earth Magic: Lvl 4.9
Warlock Lvl 1:
Pact: ***
Eldrich Sight: 2.9
War Mage** Lvl 1:
Spell of Opportunity: Lvl 1
Signless Cast: Lvl 1
Power Theft: Lvl 1
Elemental Magic: LvL 9
Tactics*: Lvl 1
Trapping: Lvl 1
Curses Adept*: Lvl 6
Blessings Adept*: Lvl 5.9
Dark Genius*: Lv 6.9
Light Genius*: Lvl 9.4
Fire Adept*: Lvl 10*
Water Magic: Lvl 5.3
Wind Magic: Lvl 7.9
Earth Magic: Lvl 4.9
Dagger Proficiency: Lvl 3
Firearms/Pistol Proficiency: Lvl 2
Dagger Proficiency: Lvl 3
Pistol Proficiency: Lvl 2
Mace Proficiency: Lvl 5
Axe Proficiency: Lvl 2
Rope Proficiency: Lvl 2
Shield Proficiency: Lvl 1
Crossbow Proficiency: Lvl 1
Whip Proficiency: Lvl 1
Barehand Proficiency: Lvl 1
Riding Adept*: Lvl 1
Enchanter* Lvl 1:
Enchanting Adept*: Lvl 1
Engraving Adept*: Lvl 1
Calligraphy Adept*: Lvl 1
Infusion Adept*: Lvl 1
Warding Adept*: Lvl 8.2
Runes Adept*: 3.4
Ritual Adept: Lvl 5
Seals Adept*: Lvl 1
Talisman Adept*: Lvl 1
Blessings Adept*: Lvl 5.9
Curses Adept*: Lvl 6
Divining Adept* Lvl 5.3
Highwayman Lvl 2:
Dagger Proficiency: 3
Firearm/Pistol Proficiency: 2
Duelist's Advance: 1 (Ch 1)
Open Vein: 1 (ch 10)
Pistol Shot: 1 (Ch 11)
Crusader Lvl 2:
Spear Proficiency: 2
Sword Proficiency: 2
Holy Lance: 1 (Ch 3)
Vestal Lvl 5:
Mace Proficiency: 5
Light Genius* Lvl 9.4
Divine Comfort: 1 (Ch 9)
Dazzling Light: 1 (Ch 12)
Hand of Light: 1 (Ch 14) Reward for reaching Vestal Lvl 3
Plague Doctor Lvl 1:
Alchemy Adept*: 4.5
Poison Proficiency: 1
Noxious Blast: 1 (Ch 9)
Blinding Gas: 1 (Ch 10)
Plague Grenade: 1 (Ch 11)
Shield Breaker Lvl 1:
Spear Proficiency: 1
Pierce: 1 (Ch 10)
Puncture: 1 (Ch 10)
Captivate: 1 (Ch11)
Impale: 1 (Ch 11)
Bounty Hunter Lvl 2:
Axe Proficiency: 2
Rope Proficiency: 2
Barehand Proficiency: 2
Uppercut: 1 (Ch 10)
Mark for Death: 1 (Ch 11)
Come Hither: 1 (Ch 11)
Hound Master Lvl 3:
Beast Taming: 3
Mace Proficiency: 5
Target Whistle: 1 (Ch 11)
Cry Havoc: 1 (Ch15): Reward for reaching Houndmaster Lvl 3
Antiquarian Lvl 1:
Lore Proficiency: 1
Ritual Adept*: Lvl 5
Festering Vapors: 1 (Ch 11)
Flash Powder: 1 (ch 15)
Grave Robber Lvl 1:
Axe Proficiency: 2
Dagger Proficiency: 3
Poison Proficiency: 1
Thrown Dagger: l (Ch 11)
Man-At-Arms Lvl 1:
Mace Proficiency: 5
Shield Proficiency: 1
Crush: 1 (ch 11)
Abomination Lvl 1:
Self-Shifting Proficiency: 1
Whip Proficiency: 1
Absolution: 1 (Ch 12)
Flagellant Lvl 2:
Whip Proficiency: 2
Blood Magic: Lvl 5
Rain of Sorrows: 1
Suffer: 1
Occultist Lvl 3:
Dagger Proficiency: 3
Ritual Adept*: Lvl 5
Dark Genius*: Lv 6.9
Abyssal Artillery: 1
Wyrd Reconstruction: 1
Weakening Curse: 1
Vulnerability Hex: 1 Reward for reaching Occultist Lvl 3
Hellion Lvl 1:
Ax Proficiency: 2
Adrenaline Rush: 1
Leper Lvl 2:
Sword Proficiency: 2
Intimtimadate: 1
Arbalist Lvl 1:
Crossbow Proficiency: 1
Blindfire: 1
