Difference between revisions of "Leaders"

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m (Delvr moved page Explorers to Leaders: Renaming Explorers to Leaders to be closer to changelog terminology and to avoid confusion with Famous Explorers)
(Added game data tables and reworded intro)
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The Explore is the players chosen avatar, the leader of the party and central member of any given expedition. They are chosen at the beginning of the game and cannot be changed or removed as long as they remain alive. At first, only the Big Game Hunter and Anthropologist are unlocked and available to players, but as requirements are met over the course of play, further explorers are added to the list of options. Each of these explorers has a unique ability that will direct and in some cases restrict how adventures are played out.  
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{{Quote|Gathering together the most accomplished explorers in Paris, I looked closely at each. Who would become my new right hand?}}
  
The explorer chosen also likely effects which perks are offered upon successful expeditions in order to further guide the player down the intended game play style embodied by the given character type.
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[[File:Select screen 3 4ths of the way unlocked.png|thumb|The Leader Selection screen with six of the eight leaders unlocked, as of Alpha 12]]
  
[[File:Select screen 3 4ths of the way unlocked.png|thumb|The explorer select screen with six of the eight exsploers unlocked as of Alpha 12]]
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The '''Leader''' is your chosen avatar, the head of your party and central member of any given expedition. Leaders are chosen at the beginning of the [[Campaign]] and cannot be changed or removed as long as they remain alive. At first, only the Big Game Hunter and Anthropologist are unlocked, but as requirements are met over the course of play, further explorers are added to the list of options. Each Leader has unique abilities that will direct and in some cases restrict how adventures are played out. Some also have unique [[Perk]]s available after each trek in addition to the standard perks.
  
{| class="wikitable"
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Leaders start with more [[Health]] than [[Companions]], and have a carrying [[Capacity]] of 4 instead of 2. They start the campaign at [[Experience Level]] 2.
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''Note: In the table below, [[Health]] and [[Dice]] face colors are for start Level 2, and "Ability X, +Y/promotion" means that "ability" starts at X at Level 2 and increases by Y for each additional level from 3 onward.''
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{|class="wikitable sortable"
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!Class                  || class="unsortable"|Abilities || [[Health|H]] || [[Red Dice|R]] || [[Green Dice|G]] || [[Blue Dice|B]] || class="unsortable"|Unique Perks
 
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! Explorers !! Abilities
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|[[Big Game Hunter]]    || <ul><li>Free Ambush attack on combat start || 80 || style="color:red"|1 || style="color:green"|2 || style="color:blue"|1 || <ul><li>?<li>?<li>?
 
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| Big Game Hunter || Ambush enemies for a free attack at the start of combat
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|[[Anthropologist]]    || <ul><li>[[Anthropological Studies]] Fame +40%, +20%/promotion<li>Revealing [[Village]] grants 25 Fame || 65 || style="color:red"|0 || style="color:green"|2 || style="color:blue"|2 || <ul><li>[[Polyglot]]<li>[[Good Standing]]<li>[[Native Diplomacy]]
 
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| Anthropologist || Sets optional side quest to meet natives, sleep in villages and similar local population related tasks which upon return grant added fame
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|[[Plunderer]]          || <ul><li>[[Plunderer's Kit]] Sanity +60%, +10%/promotion<li>Robbing [[Shrine]] altar grants 15 Sanity, +3/promotion<li>Cannot rest in villages || 65 || style="color:red"|0 || style="color:green"|4 || style="color:blue"|0 ||  <ul><li>[[Archaeology]]<li>?<li>?
 
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| Plunderer || Taking treasures and valuables from shrines and other native sights grants sanity, however you '''CANNOT''' sleep in native villages
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|[[Cartographer]]      || <ul><li>[[Cartographer's Kit]] Fame +40%, +20%/promotion || 65 || style="color:red"|0 || style="color:green"|2 || style="color:blue"|2 || <ul><li>?<li>?<li>?
 
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| Cartographer || Sets optional side quest to explore all of the island and visit all the landmarks which upon return grants added fame
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|[[Taxonomist]]        || <ul><li>[[Animal trophy]] Fame +38%, +3%/promotion || 65 || style="color:red"|2 || style="color:green"|0 || style="color:blue"|2 ||
 
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| Taxonomist || Animal skins, teeth and other trophies from non native battles add additional fame upon return
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|[[Shennong Herbalist]] || <ul><li>Can get [[Medicinal Herbs]] from [[Native]] locations<li>Herbs Health/Sanity/Fame +20%, +20%/promotion<li>Immune to [[Poisoned]] effect || 65 || style="color:red"|1 || style="color:green"|2 || style="color:blue"|1 ||
 
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| Shennong Herbalist || In native villages can, for a small reputation loss, obtain local medical herbs which can be returned for additional fame or used as healing items while in the field. The only explorer who '''CANNOT''' be female
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|[[Red Flag Pirate]]    || <ul><li>[[Plunderer's Kit]] Sanity +60%, +10%/promotion<li>Free [[Treasure Map]] on trek start<li>Cannot rest in villages || 65 || style="color:red"|3 || style="color:green"|1 || style="color:blue"|0 ||
 
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| Red Flag Pirate || ???
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|[[Nahua Seeker]]      || <ul><li>[[Cartographer's Kit]] Fame +40%, +20%/promotion<li>[[Attention Chance]] -28%, -3%/promotion<li>1 extra die (duplicate) || 65 || style="color:red"|0 || style="color:green"|0 || style="color:blue"|4 ||
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|}
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Leaders start with one pre-determined Level 1 [[Hand Item]] and two pre-determined Level 1 [[Companions]].
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''Note: In the table below, the Dice face columns show the total numbers among the Leader and their two starting Companions. You can use this information to help choose your first recruits.
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{|class="wikitable sortable"
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!Class                  ||  Hand Item || class="unsortable"|Companions || [[Red Dice|R]] || [[Green Dice|G]] || [[Blue Dice|B]]
 
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| Nahua Seeker || Same ability as cartographer, but has an additional blue dice, a reduced chance of being spotted by enemies and NO combat abilities making them better suited for a pacifist play through
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|[[Big Game Hunter]]    || [[Hunting Knife]] || <ul><li>[[Field Nurse]]<li>[[Hunting Dog]] || style="color:red"|6 || style="color:green"|4 || style="color:blue"|2
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|-
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|[[Anthropologist]]    || [[Spear]] || <ul><li>[[Translator]]<li>[[Native Shaman]] || style="color:red"|4 || style="color:green"|2 || style="color:blue"|6
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|-
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|[[Plunderer]]          || [[Whip]] ||  <ul><li>[[Street Rat]]<li>[[Donkey]] || style="color:red"|4 || style="color:green"|6 || style="color:blue"|2
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|-
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|[[Cartographer]]      || [[Machete]] || <ul><li>[[Roma Trader]]<li>[[Native Scout]] || style="color:red"|2 || style="color:green"|5 || style="color:blue"|5
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|-
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|[[Taxonomist]]        || [[Ornamental Revolver]] || <ul><li>[[Cook]]<li>[[Horse]] || style="color:red"|4 || style="color:green"|6 || style="color:blue"|2
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|-
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|[[Shennong Herbalist]] || [[Censer]] || <ul><li>[[Travelling Quack]]<li>[[Donkey]] || style="color:red"|5 || style="color:green"|4 || style="color:blue"|3
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|-
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|[[Red Flag Pirate]]    || [[Storm Lantern]] || <ul><li>[[Sailor]]<li>[[British Soldier]] || style="color:red"|9 || style="color:green"|1 || style="color:blue"|2
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|-
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|[[Nahua Seeker]]      || [[Shamanic Staff]] || <ul><li>[[Sailor]]<li>[[Arbiter]] || style="color:red"|4 || style="color:green"|2 || style="color:blue"|13
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|}
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[[Category:Leaders]]

Revision as of 04:09, 27 November 2020

“Gathering together the most accomplished explorers in Paris, I looked closely at each. Who would become my new right hand?”
The Leader Selection screen with six of the eight leaders unlocked, as of Alpha 12

The Leader is your chosen avatar, the head of your party and central member of any given expedition. Leaders are chosen at the beginning of the Campaign and cannot be changed or removed as long as they remain alive. At first, only the Big Game Hunter and Anthropologist are unlocked, but as requirements are met over the course of play, further explorers are added to the list of options. Each Leader has unique abilities that will direct and in some cases restrict how adventures are played out. Some also have unique Perks available after each trek in addition to the standard perks.

Leaders start with more Health than Companions, and have a carrying Capacity of 4 instead of 2. They start the campaign at Experience Level 2.

Note: In the table below, Health and Dice face colors are for start Level 2, and "Ability X, +Y/promotion" means that "ability" starts at X at Level 2 and increases by Y for each additional level from 3 onward.

Class Abilities H R G B Unique Perks
Big Game Hunter
  • Free Ambush attack on combat start
80 1 2 1
  • ?
  • ?
  • ?
Anthropologist 65 0 2 2
Plunderer
  • Plunderer's Kit Sanity +60%, +10%/promotion
  • Robbing Shrine altar grants 15 Sanity, +3/promotion
  • Cannot rest in villages
65 0 4 0
Cartographer 65 0 2 2
  • ?
  • ?
  • ?
Taxonomist 65 2 0 2
Shennong Herbalist 65 1 2 1
Red Flag Pirate 65 3 1 0
Nahua Seeker 65 0 0 4

Leaders start with one pre-determined Level 1 Hand Item and two pre-determined Level 1 Companions.

Note: In the table below, the Dice face columns show the total numbers among the Leader and their two starting Companions. You can use this information to help choose your first recruits.

Class Hand Item Companions R G B
Big Game Hunter Hunting Knife 6 4 2
Anthropologist Spear 4 2 6
Plunderer Whip 4 6 2
Cartographer Machete 2 5 5
Taxonomist Ornamental Revolver 4 6 2
Shennong Herbalist Censer 5 4 3
Red Flag Pirate Storm Lantern 9 1 2
Nahua Seeker Shamanic Staff 4 2 13