Exiled Family/Guide to Shadowstalking

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So you want to know the ins and outs of the infiltrator career? This guide is for those who have taken up the career path distasteful to the refined nobleman yet inevitably vital for anyone who wishes to advance far in their career whether in terms of prestige, council positions, or land.

Actions

Part of the basics of the infiltrator career is knowing what you can and can't do. So I have devised a list of infiltrator actions and the risk associated with it, as well as what the suggested skill level is before you attempt it.

Taxes

Infiltrating the tax offices is really one of the backbones of the infil career, favoured by any self serving infil who can't get a bounty to chase. Different options have different risks associated with them, as well as different rewards.

Count only
Risk: 1/10
Counts the gold collected so far and tells you when the next tax day is. Useful for generals planning looting raids, or just training your skills.

Count and Steal
Risk: 5/10, 6/10 in cities.
Counts the gold as before, and you pocket 10%.

Grab and dash
Risk: 7/10
You grab 5-25% of all the gold in a region.

Food

Simple stuff. Peasants put food in their granaries, you burn 'em down, they starve.

Low risk
Risk: 1/10
You'll burn down a few bushels, but break off if it looks too risky. good for training.

Medium risk
Risk: 2/10
You can burn down quite a lot with this. My current record is 169 bushels. Not bad for 3 hours work.

High risk
Risk: Unknown
Never tried this one. Seen amounts as high as 202 bushels burned down in one go though, probably with this option.

Assault

This is where the money is, if you take up the career of a bounty hunter.

Risk: Varies depending on how big the guys unit is, how much militia there is in the region, and how good your targets sword and infiltration skills are. About 4/10 is a good estimate.

Fortifications

This costs the other guys big money and can do a lot of damage to the enemy if you get damage on before they finish building the forts, or before they have a chance to repair them.

Risk: 5/10
Cost: 20 gold

Murder Militia

Production

Does damage to the propudction,. decently skills (60-80%) infils can do big damage here, especially in cityies.

Takes 6 hours in non city regions, 4 hours in city regions.

Risk: 2/10 (low), 4/10 (medium), ? (high)

RC's/Workshops

Risk levels

Whenever you do an infil action, the militia is alerted. there are several levels of alertness.

You notice slightly more guards than usual, and it will be a little more difficult to complete your mission.
Of course, you can also go somewhere else and/or wait for the guards to calm down again.

Risk here is probably minimal. Still, if it's a risky thing, you might want to hold out one more turn until the guards relax and go back to eating doughnuts and watching satellite TV instead of checking for you.

There are double guards everywhere, and the entire militia is at high alert. It seems this region is on high alert and it will be very hard to do anything.
Of course, you can also go somewhere else and/or wait for the guards to calm down again.

Here the risk is quite a bit tougher. Probably should add 1-1.5/10 to the risk previously mentioned, to be caught (if you're attacking RC's, nobles or militia, the chance of being wounded is not [as far as I know]increased).