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==Universal Traits== *'''Blessing of the Lady''': If one of your armies does a lot of good stuff (conquering enemies, never retreat, not using [[Lawful Stupid|cowardly tactics such as ambushes]]) it earns the favor of Bretonnia's favored deity. The Blessing is really spectacular as it gives a flat 20% physical resistance to all your units. Beware: retreating once means the loss of the Blessing until that lord earns it again. ** It got changed in '''Warhammer III''' to be 15% ward save (flat damage resistance) instead, since Daemonic factions have easy access to magical damage, which made the former iteration of the Blessing useless against them. *'''Lance Formation''': <s>The Mighty Duck's Flying V is a trap.</s> Not anymore! It now add mass, making it way better at the intended function of smashing through infantry lines. You may still want to carefully choose when to use it or not, but it now has its own merits and it can really make a difference if used tactically. *'''Vows''': Your most crucial campaign mechanic. Your Lords need to fulfill vows to the Lady to get access to your best bits. You can still recruit them, but they will cost considerably more upkeep (up to 5 times as much as you would pay normally). These vows are essentially mini-quests that become more difficult with each Level, of which there are 3. You always get to choose between 3 such quests but beware: once you take a pledge, you cannot change it. The main problems with the vows comes when sometimes the conditions of the vows cannot be fulfilled anymore (for example, one quest requires your Lord to defeat a Greenskin Legendary Lord, of which there are not many around by the time of the late game), keeping your Lord stuck with a Vow that he cannot fulfill, and damning your army to only use Knights Errant for the rest of the game. Be wary of that. Picking the wrong vow at the wrong time can screw with your campaign more than you would like. The only exceptions to this is Louen Leoncoeur, who starts with all vows already unlocked, and Repanse, who starts with the first two already completed. *'''Knight''': Knights, forming the meat and potatoes of your armies, are literally in a special class all their own. They are unbothered by the plight of their ''Peasant'' foot soldiers and do not suffer leadership penalties when peasants start running away. *'''Peasant''': Expendable with extra steps, really. As the trait implies, all of your peasant units have this perk, which itself is really just a flag for Knight units to interact with. Peasants get a leadership buff if they're within range of a Knight unit, but that's about all that can be said for them.
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