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This article is a stub, please contribute as you see fit. Separate gameplay mechanics by headers or subheaders, if it is related to another mechanic.

Master hacker


This page quickly lists certain Perisno gameplay mechanics that are too short to warrant their own pages, or to serve as a congregation of mechanics that already have their own pages, in order to better inform new players.

Formulas[]

Formula of troop wage[]

The base troop wage is determined by the troops' stats, specifically level(LVL) and charisma(CHA). It is then further modified by whether the troop is mounted, is ranged, or a looter. Lastly, it is reduced depending on the player's leadership(LDR).

If the troop is mounted:

If the troop is ranged:

If the troop is a looter:

Finally, taking into account leadership:

Note: For the result to be more accurate, round down every result in every step.

Determining whether lords will complain about other lords getting fiefs[]

As of 0.81...
1) Lords' "edge of full satisfaction":
Lvl 58 or higher => 20 points
Lvl 53-57 => 17 points
Lvl 48-52 => 14 points
Lvl 43-47 => 11 points
Lvl 42 and smaller => 8 points
For martial, upstanding, good-natured and benefactor lords this edge is lower by 4.
2) Each owned town counts as 11 points, each owned castle counts as 7 points, each owned village counts as 3 points.
3) If a lord' score is bigger or equal than his "edge of full satisfaction" AND his relation with player character is greater than or equal to 90, he will never complain.
4) Upstanding, good-natured and benefactor lords will also not complain if they own at least 1 fief and are not enemies with the other lord.
5) Martial, cunning and custodian lords will also not complain if their relation with player >= 10, their relation with the other lord is not negative, they own more fiefs than the other lord, and their score of owned fiefs is at least equal to their "edge of full satisfaction" - 3.

On rescuing enemies' prisoners[]

If your relation with a soldier's faction plus 3x of your persuasion skill >= 40, you can recruit a soldier of any level.
If your relation with a soldier's faction plus 3x of your persuasion skill >= 0, you can recruit all of those whose level is smaller than yours+2x*persuasion. Others (whose level is higher) will join you partially, depending on the difference between the levels. The rest of "friendly" soldiers will go away. You should get the remaining hostile "rescued" soldiers as prisoners.
Exception 1: if you're at war with faction X but also have its culture in your kingdom, you will get half of rescued troops from this faction as troops and another half as prisoners.
Exception 2: if a faction is defeated, relation requirement is passed automatically (Falcons are an exception), only level requirement remains.
Note: This formula does not apply to enemies you beat and take prisoner, for that you require a higher level and positive relations with their faction.

Relationship gain from releasing prisoners[]

Speak to a prisoner while in your party, and release them via dialogue. Gain +1 relations to the faction (minor factions only) for every 200 levels released. Half as effective when releasing en-masse.

Examples:

  • Speak to and release 4 Lv.50 prisoners one at a time for +1 Relations
  • Speak to and release 8 Lv.50 prisoners all at once for +1 Relations


Perisno Troops and Troop Management[]

Leonion said:

1) Taking all prisoners that your party can accommodate - select [top] prisoner stack, hold LEFT CTRL and A, click "capture" (CTRL+A is a common hotkey combination used to "select all).
2) Taking all members that your party can accommodate - select [top] soldier stack, hold LEFT CTRL and S, click "hire" (S is for "save").
3) Putting all prisoners into garrison - select [any] prisoner stack, hold LEFT CTRL and D, click "give".
4) Taking all prisoners from garrison that your party can accommodate - select [any] prisoner stack, hold LEFT CTRL and A, click "take".
5) Putting all soldiers into garrison - select [any] soldier stack, hold RIGHT CTRL and ARROW LEFT, click "give" (arrow left indicates direction - from the right part of the screen to the left).
6) Taking all soldiers from garrison that your party can accommodate - select [any] soldier stack, hold RIGHT CTRL and ARROW RIGHT, click "take" (arrow right indicates direction - from the left part of the screen to the right).
7) Moving a stack 1 position down inside garrison - select the particular soldier stack, hold ARROW DOWN, click "take".
8) Moving a stack 1 position up inside garrison - select the particular soldier stack, hold ARROW UP, click "take".
9) Moving a stack to the top of garrison - select the particular soldier stack, hold PAGE UP, click "take".
10) Moving a stack to the bottom of garrison - select the particular soldier stack, hold PAGE DOWN, click "take". CONTROLS 7-10 WILL NOT WORK IF THERE IS ONLY 1 SOLDIER IN THE STACK!

Common Recruitment Methods[]

Common faction troops are recruited from villages, while noble faction troops are recruited from castles and towns. The amount recruited increases depending on relations with the town as well as if the player owns the fief.

Exceptions include the Realm of the Falcon troops, who can only be recruited in mixed batches from Fountain Hall's Falcon Academy, only available if the Falcons own the fief and if the player is a vassal or mercenary of the faction. Attempting to recruit from Falcon villages will result in Farmers - which can be upgraded into Perisno Recruits, making them a good way of obtaining Perisno culture troops before forming the player kingdom.

Additionally, faction troops can be obtained as a monarch by asking the constable for patrols, which can then be asked to join the player's garrison. The patrols recruited will belong to the culture of the player, or to the original culture of the fief the patrols are recruited from, if the player favors no culture over others. Unlike before, this includes Falcon troops, making this a good way to obtain them if the Falcons have lost Fountain Hall.

Prisoners can be recruited from rescued stacks depending on if the player achieved certain factors, as listed above.

Mercenaries can be commonly recruited in taverns, or bought from towns with the Mercenary Guild upgrade, Freelancers are recruited in the Freelancer Outpost or from the player's constable, and Slaves and Slave Girls are bought from Ransom Brokers. The latter two have a maximum stock as well as daily replenishment rate that depends on some of the player's attributes and skills.

Deserter parties can be recruited if the player does not have too much of a negative relationship with the Deserters faction. This will cost honor on top of the aurum cost.

Peasant parties not of the player's faction can be forcefully conscripted. This will also cost honor.

Marrying lords allows taking troops from their garrison for free. Notably, Liana and Eriallen Krysanna additionally gives the player their household troops every few days when married and with sufficient relations.

Finally, most troops that do not immediately die when defeated in battle can be recruited from the Ingvar's Mercenary Guild, similar to Mercenaries in taverns. There are two recruitable soldiers next to the training dummies to the left upon spawning inside, three in the room in the first floor, and two in the room on the second floor. Troops exempted from spawning are listed in the page itself. Custom Mercenaries can also be bought here from Ingvar, who can be found on the highest floor, and afterwards from the player's constable.

Recruiting Minor Factions[]

Most Minor Faction parties can be recruited upon reaching 25/50/75+ relations with them, with each tier allowing recruitment of stronger, non-unique parties.

A separate class of recruitable minor factions are the Perisno Pilgrims parties, who have different requirements in order to be recruited. They will appear on the map as a highlighted party (cyan name) and can be recruited by the player.

Unique Troops[]

In addition to common recruitable troops, there exists special troops of major factions that are normally unrecruitable by the player. They are called Household Troops and can be found in specific lord parties. In addition, each major faction has troops that serve as Fief Guardians, usually only being found in the garrisons of towns and fiefs.

Specialist Troops[]

Specialist Troops in Perisno are troops that temporarily increase specific skill levels of the player as long as they have a certain amount of troops in the party. For more information, visit the Specialist Troops page.

Weapon Changes[]

Crossbow Piercing and Falloff Damage[]

Crossbows in Perisno have an additional chance to pierce shields based on their own damage (including bolts). The formula is if the crossbow damage is >3x the resistance of the shield, it will have a chance to pierce. Shield skill and crossbow proficiencies do not matter. Additionally, crossbows have damage increase and falloff depending on distance. At over 30m, the damage will be halved, while under 10m, the damage will be doubled.

Axe Bonus Damage[]

All kinds of axes (melee, throwing, halberds) have an unlisted 10% extra bonus damage to keep up with swords.

Blunt Knockout[]

As prisoners are an easy and simple way to make money in Perisno, and blunt weapons are easy to come by due to the Border Patrol trees and Custom Mercenaries, blunt weapons were nerfed to only have a 50% chance of knocking out opponents. This sometimes doesn't apply in specific fights like village raid scenarios.

Unique Throwables[]

There are two unique 'grenades' in Perisno.

One is the Aroulo Leaf Bomb, a throwable that causes a 'berserk' state on the main target it hits as well as aoe splash damage. Berserk targets attack friends, causing a large amount of accurate aroulo hurlers to devastate non-shielded enemies. Note that the effectiveness of leaf bombs fall sharply when faced with heavily-armoured units, although massing leaf bombers still has uses due to the berserk effect alone. It is far more dangerous against the player, as berserk allies are no longer affected by the party's surgery skill, and will likely die.

As of 1.5, the effect will wear off over time depending on the level of the troop affected.

The second grenades are the Galwe Grenades, which come in a weaker and stronger version. Both have the same effect, in that they have a small throwing range yet large area damage that is devastating to massed troops. Should the player obtain this, for their companions or themselves, they can easily win sieges with well-placed bombs.

As of 1.5, grenades now deal fire damage over time, but still resulting in roughly the same damage. The same effect is applied to Aracanus' unique Flamebringer, although unlike grenades, the fire DOT is added instead of subtracting from the base damage.

Both are lootable from their respective troops (Aroulo Hurler tree for the Leaf Bombs, Galwe Alchemists and above for the Grenades), but only the leaf bomb is available(rarely) from shops.

Troop Weapon AI[]

Troops automatically switch weapons depending on the enemy they are currently targeting and the enemy's distance. Foot troops when targeting cavalry will prioritize: Polearm Twohanded Onehanded If the cavalry troop has a bow or polearm, it will only switch if the foot troop is within 4 meters. Otherwise 12 meters. Foot troops when targeting other non-cavalry will prioritize: Twohanded Onehanded Polearm If the non-cavalry troop has a bow, it will only switch if the foot troop is within 4 meters. Otherwise 12 meters.

Player, Companions, and Heroes[]

Additional Stats[]

Every 3-4 weeks you gain a bonus stat, including all companions. Your character's lady wife (a lord's daughter) will also gain random stat bonuses, but only after you marry them. You can also gain stats by having over 90 relations with a lord and speaking to them. The stat you gain is relative to their reputation:

  • Martial - Strength
  • Stadistic and Upstanding - Agility
  • Bad-Tempered, Cunning, and Monarchs - Intelligence
  • Self-Righteous and Goodnatured - Charisma

In addition, some books and Adventure Guild Quests provide stat increases.

Combat Abilities[]

T : WHISTLE FOR HORSE, call a horse to come to you, more than one with higher Charisma, requires 8 Charisma.
O : BORROW AMMO, come close to your archer that has some and press O to borrow ammo. You must have at least one quiver in your inventory.
Y : FIRST AID, treat your immediate wounds to recover (FirstAid x4)+(Intelligence/3) hitpoints. Can be used by companions and lords.
U : BATTLECRY, rally your wounded troops to fight and recover 3xLeadership+Charisma percent of their hitpoints. Can be used by lords.
B : WARCRY, unleash a fearsome cry to terrify weaker opponents around you.
I : TAUNT, attract the attention of your enemies, more with higher charisma.
All combat abilites can be used every 60 seconds in battle, but First Aid is 120 seconds. Lords use a different timer for their Battle Cry ability.
You can press LEFT ALT to sprint. You can press RIGHT ALT to toggle sprint

Race Abilities[]

As of 1.5, there is now a skill called Race Ability, which works differently depending on race. Except humans, race abilities have a passive and an active component. All troops have the passive part, but heroes in addition can activate it to grant a larger form of the passive buff.

  • Human: Each point reduces the cooldown of Battle Cry ability by 3 seconds per level, up to 30 seconds. It also transfers 5% per level of the effect from Battle Cry to the current mount, up to 50%.
  • Naphali: Unlocked at Level 1, Naphali heal 1 HP per 30 seconds reduced by 3 seconds per level, up to 1 HP per 3 seconds. When activated, with a 120 second cooldown, heal 10 HP per level over 10 seconds.
  • Giants: Each point increases all outgoing damage (except crossbows) by 2%. When activated, with a 60 second cooldown, increase all outgoing damage (except crossbows) by 5% per level for 10 seconds.
  • Dwarves: Each point reduces damage taken by 2%, stacking with Ironflesh. When activated, with a 60 second cooldown, reduce damage taken by 5% per level, but is calculated separately from Ironflesh, for 20 seconds or after taking 20 hits, whether blocked or not.

Campaign Layer[]

War Effort[]

The War Effort score is a new system in 1.5. It tallies the things the player does for their kingdom(whether mercenary or vassal) when at war and provides positive or negative relations with the other kingdom lords depending on the player's contributions.

  • +1 pt - Battle Won (against any party of the opposing faction, including villagers, caravans, patrols. Literally any.)
  • +1 pt - Capture Lord (Must be captured via post-battle dialogue)
  • +3 pt - Capture Castle (Must have participated in the battle)
  • +3 pt - Capture Marshal (Must be captured via post-battle dialogue)
  • +5 pt - Capture Monarch (Must be captured via post-battle dialogue)
  • +5 pt - Capture Town (Must have participated in the battle)
  • -1 pt - Every 4 Days (+1 day per extra faction you're at war with)
  • -1 pt - Release Lord after Capturing (via Party Menu)
  • -5 pt - Release Monarch after Capturing (via Party Menu)

Chance to lose 1 relation per 5 negative points Guaranteed to gain 1 relation per 5 positive points Up to 5 relations lost/gained as a vassal, 3 as a monarch

Fiefs and Town NPCs[]

Refining[]

Equipment can be upgraded after they are bought or looted. See Gordga Hammerhead in Dwallnor.

Good Merchant[]

There is a dwarven merchant located in Fountain Hall that frequently stocks higher quality weapons and armour. See Travelling Dwarf.

Mystic Merchant[]

A unique NPC that can spawn in taverns. He functions similarly to traders, but has a list of every purchasable item of every culture, and the list can be refreshed anytime. Upon purchasing, the player may obtain an item as normal, with negative modifier, or with positive modifier.

Tavernkeepers[]

Tavernkeepers offer bounties for large armies (~200) as well as the regular bounty quest normally available from lords. Additionally, they offer a caravan or trading method to make money. For more information, see Trading.

Notable Fief Upgrades[]

  • Caravan Escort Upgrade(town) - additional security for caravans coming from the city
  • Blacksmith(town/castle) - replenishes ammo for the player every few minutes and speeds up the rate of replenishment for defending troops.
  • Mercenary Guild(town) - allows recruitment of large groups of mercenaries from towns. Also adds up to two mercenary patrols if they are not recruited after some time. Additionally, building this prevents night ambushes
  • Guard Post(village) - spawns a patrol to attack raiding lords which will usually only defeat already weakened lords. Additionally, defending the village will cause mercenaries to assist the player. Most importantly, peasants coming to and from the village have additional Border Patrol escorts that can cause them to survive bandit attacks

Guildmaster Quests[]

The Looter and Enemy Party quests now permanently show the parties on the map. The Looters cannot be attacked by anyone but the player.

Village Repair[]

Villages that have been raided can be repaired at the cost of a few aurums and wood. Wood can be bought from villages.

Crafting Armour[]

In the camp menu, the player can choose to craft armour, choosing their appearance from most items in the game. This requires the player's OWN engineering skill to craft(eg not from companions, or boosted by specialist troops). Note that custom gloves and footwear need a custom body armor to appear properly.

Custom Armour can also be applied to the Custom Mercenaries. Simply add the visual for the custom armour (no need to craft so no engineering requirement) and make sure the custom merc troop has enough strength to equip it. There will be a separate tab for custom armour when equipping the hired troop, near the bottom of the list.

Leadership min-maxing[]

Rushing leadership has a good advantage in that you reduce troop's wages and increase the number of units your party can personally hold. The maximum leadership value is 15.

CHA is a relative dead stat and therefore, putting points into 45 CHA just for the purpose of getting to 15 leadership is a waste.

The game, however, give you +3 leadership for free. As thus, the theoretical minimum CHA needed to get to 15 leadership is 36, not 45, and you are free to spend the remaining 9 attribute points into any other stat of your choice.

As such, leadership min-maxing can be done as followed:

Prerequisite: Get 36 CHA and get leadership to 12 (this must be done first before any of the subsequent steps).

+/ Get +1 leadership from the book "The Life of Alixenus the Great" (see List of Books)

+/ Get +1 leadership from completing the quest: : Revolution in Vinica

+/ Get +1 leadership from completing the quest: Venetoran Empire Quest

In 1.5, the Royal Warhorse gives +2 leadership when equipped, lowering the requirement to 10 leadership and 30 CHA.

After that, you will get 15 leadership with just 36 CHA.

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