The Defenders of the Kingdom

The Defenders of the Kingdom are formed into 4 branches, the Guards, the Pathfinders, the Archers and the Wardens. Each branch provides different skills and abilities and are trained to work closely with the other branches. Each Baron within the Kingdom acts as the local commander for his area and, if necessary, given the honorary rank of Guard Lieutenant-Major. Most lords, however, are usually serving members of one of these Guilds and have a higher rank than this.

Defenders gain titles as they progress in Guild Rank, adding their branch name to the beginning. Thus a Guild Rank 25 member of the Guards has the title Guard Corporal. Around Guild Rank 45, Defenders may be given the choice of becoming an Officer, provided their superiors believe that they are of the correct material. Most Defenders do not become officers, and remain in the ranks for their entire careers.

Guards, Pathfinders, Archers and Wardens are in the same chain of command. When two commanders of the same rank are in the same force, the precedence of order is

  1. The commander of the mission. If a Defender has been given overall command of the mission by a higher ranking Defender, then all Guards, Pathfinders, Archers and Wardens should obey his commands.
  2. The commander in the same branch, so Pathfinders obey Pathfinder leaders above Guard, Archer or Warden leaders. Thus Guards within a group should obey the orders of a Guild Rank 45 Guard Sergeant above those of a Guild Rank 48 Pathfinder Sergeant, but would follow the orders of a Guild Rank 75 Archer Captain.
  3. The longest serving commander (i.e. highest Guild Rank). Thus Guards within a group would obey the orders of a Guild Rank 48 Guard Sergeant above those of a Guild Rank 45 Guard Sergeant.

Whether non-Defender members of a group obey the orders of the highest ranking Defender depends on a variety of conditions. If the group is performing a Defender based mission (i.e. it has been instigated by the local Lieutenant-Commander), then only those willing to obey the orders of the mission leader are allowed to join the group. If the group is performing a mission on behalf of another organisation, such as a Temple for example, Defenders are usually sent along to help, but other members of the group are not subject to the orders of the ranking Defender. In this case, the ranking Defender will usually defer to the mission leader.

Changing Defender branches is allowed and usually happens immediately. The character keeps his Guild Title when he does so, though gaining other Guild Rank based abilities follows the rules outlined above in “Joining a Guild”.

Example: Jack, a Guild Rank 22 Guard Corporal, changes class to Scout and joins the Pathfinders. His title becomes Pathfinder Corporal and he immediately gains the +10 bonus to Recognise Creature/Smell/Tracks. At Guild Rank 32, and every 10 Guild Ranks afterwards, he will gain the Pathfinder’s chosen enemy ability.

There is an official uniform for the Defenders of the Kingdom. However, it is not mandatory to wear it (as many missions require stealth), but producing the appropriate symbol will indicate you are a member of the Defenders, and someone else who produces such a symbol should likewise be assumed to be a member of the Defenders, unless you have a very compelling reason to believe otherwise.

The official uniform of the Defenders of the Kingdom is:

Colour Black
Black Colour

with the badge of the appropriate branch (Guards, Pathfinders, Archers & Wardens) in white, in the top Black quarter (over the left breast of the wearer).

For the Van Heusen Barony the Colour is Green. In formal notation this translates to ‘Quarterly, verte and sable, a badge argent in the second quarter’.

For Earl Grey, the Colour is Purple.

The Guards

The Guards provide the light and heavy infantry of the Defenders. Guards are used to protect the borders of the Kingdom.

Guildmaster

Kingdom: Knight Guard Commander Ignaceous (Iggy), the Sword of the Kingdom.
Barony Van Heusen: Guard Major Gamora

Joining

A starting character can join the guild immediately.

A non-starting character can join the guild immediately. The Kingdom’s armed forces are always looking for new recruits.

Requirements

A member of the Guards must:

  • defend all subjects of the Kingdom (can be overridden by a higher ranking Defender).
  • never flee battle if it places or leaves a subject of the Kingdom in danger (can be overridden by a higher ranking Defender).
Tax

0%

Advanced Training

A member of the Guards has access to:

  • Melee Weapon skills to Legendary Mastery.
  • Melee Weapon Adepts.
  • Missile Weapon skills to Advanced Mastery (provided by the Archers).
  • Shield skills to Legendary Mastery.
  • Armour skills to Legendary Mastery.
  • Miracles and Religious Ceremony in the Path of Order/Justice/Life/Freedom/Might/Balance to level 5 (provided by the Wardens).
  • Spells and Magic Ritual in the School of Air/Earth/Fire/General/Light/Water to level 5 (provided by the Wardens).
  • Recognise Creature/Smell/Tracks up to Advanced Mastery (provided by the Pathfinders).
Bonuses

A member of the Guards gains the following bonuses:

  • [LOSE] Title appropriate to their Guild Rank.
  • [LOSE] He gains two Armour Proficiencies of his choice.
  • [KEEP BOUGHT] He can learn Armour skills (including Combination/Enhanced Combination) at half cost.
  • [KEEP BOUGHT] He can learn Shield skills at half cost.
  • [KEEP BOUGHT] He can learn Toughness skills at three-quarter cost.

The Pathfinders

The Pathfinders provide the scouts and outriders for the Defenders. Pathfinders perform regular patrols just outside the borders.

Guildmaster

Kingdom: Knight Pathfinder Commander Drift
Barony Van Heusen: Pathfinder Major Paizo

Joining

A starting character can join the guild immediately.

A non-starting character can join the guild immediately. The Kingdom’s armed forces are always looking for new recruits.

Requirements

A member of the Pathfinders must:

  • defend all subjects of the Kingdom (can be overridden by a higher ranking Defender).
  • never flee battle if it places or leaves a subject of the Kingdom in danger (can be overridden by a higher ranking Defender).
  • never wear heavy armour.
  • never use any shield other than a small shield.
Tax

0%

Advanced Training

A member of the Pathfinders has access to:

  • Melee Weapon skills to Advanced Mastery (provided by the Guards).
  • Melee Weapon Adepts (In their chosen weapon chain only) (provided by the Guards).
  • Missile Weapon skills to Advanced Mastery (provided by the Archers).
  • Shield skills to Advanced Mastery (provided by the Guards).
  • Armour skills to Advanced Mastery (provided by the Guards).
  • Miracles and Religious Ceremony in the Path of Order/Justice/Life/Freedom/Might/Balance to level 5 (provided by the Wardens).
  • Spells and Magic Ritual in the School of Air/Earth/Fire/General/Light/Water to level 5 (provided by the Wardens).
  • Recognise Creature/Smell/Tracks to Legendary Mastery.
  • Throat Slit.
  • Backstab and Sniping skills to Advanced Mastery.
Bonuses

A member of the Pathfinders gains the following bonuses.

  • [LOSE] Title appropriate to their Guild Rank.
  • [LOSE] He gains two Armour Proficiencies of his choice from: Fur, Leather and Studded Leather.
  • [KEEP BOUGHT] He may learn one weapon skill chain (from Dagger, One Handed Weapon or Throwing) at half cost. Only basic weapon skills (Proficiency…Advanced Mastery) can be learnt at half cost. Specialist skills (Subdue, Weapon Adepts, Favoured/Chosen Weapon etc.) are learnt at normal cost.
  • [KEEP BOUGHT] He may learn Recognise Creature, Recognise Smell and Recognise Tracks at half cost.
  • [KEEP GAINED] Pathfinders learn about the enemies of the Kingdom during their scouting missions, which teaches them how to fight more effectively against them. For each 10 Guild Ranks the Pathfinder can choose a particular enemy. When fighting this enemy, the Pathfinder gains +1 to Normal Damage and +1 Dexterity. A particular enemy can be selected multiple times (to a maximum of 5) with the bonus increasing each time.

If the Pathfinder can apply more than one Chosen Enemy bonus, then the best one is taken.

Example: Iilson has Chosen Enemy (Orc) +2 and Chosen Enemy (Necromancer) +1. When fighting an Orc Necromancer he takes the best bonus, which is +2.

Usual enemies include:

  • A type of creature, for example
    • Goblins.
    • Orcs.
    • Trolls.
    • Skeletons.
  • A group or class, for example
    • The Dark Blades.
    • Necromancers.
    • Jackal Hassani.

When selecting an enemy, the Character Ref should be consulted to confirm the choice.

The Wardens

The Wardens is one of the new Guilds created by the schism of the College. Arch Wizard Sarith realised that there was no organised magical arm to defend the Kingdom, with the armed forces relying on volunteers from the College and the Temples. To remedy this situation, he petitioned the Prince and Barons to alleviate this problem and created the Wardens.

The Wardens comprise of the spell casting class, Mages and Priests, with the numbers divided roughly equally. The Wardens primary role in combat is to provide support to the Guards in whatever way is appropriate for their School or Path.

Guildmaster

Kingdom: Knight Arch Wizard Sarith, Air Elementalist and the Mind of the Kingdom.
Barony Van Heusen: Warden Major Hodges

Joining

A starting character can join the guild immediately.

A non-starting character can join the guild immediately. The Kingdom’s armed forces are always looking for new recruits.

Requirements

A member of the Wardens must

  • defend all subjects of the Kingdom (can be overridden by a higher ranking Defender).
  • never flee battle if it places or leaves a subject of the Kingdom in danger (can be overridden by a higher ranking Defender).
Tax

0%

Advanced Training

A member of the Wardens has access to

  • Melee Weapon skills to Advanced Mastery (provided by the Guards).
  • Missile Weapon skills to Advanced Mastery (provided by the Archers).
  • Shield skills to Advanced Mastery (provided by the Guards).
  • Armour skills to Advanced Mastery (provided by the Guards).
  • Recognise Creature/Smell/Tracks up to Advanced Mastery (provided by the Pathfinders).
  • On joining a choice of access to:
    • Spells and Magic Ritual in the School of Air/Earth/Fire/General/Light/Water to any level (his primary school only).
    • Spells and Magic Ritual in the School of Air/Earth/Fire/General/Light/Water to level 5 (non-primary schools).
    • Enchant Item in the School of Air/Earth/Fire/General/Light/Water to level 6 (his primary school only).
    • Magic Adepts in the School of Air/Earth/Fire/General/Light/Water (his primary school only).
    • Miracles and Religious Ceremony in the Path of Order/Justice/Life/Freedom/Might/Balance to level 5.
  • Or:
    • Miracles and Religious Ceremony in the Path of Order/Justice/Life/Freedom/Might/Balance to any level.
    • Consecrate Item in the Path of Order/Justice/Life/Freedom/Might/Balance to level 6.
    • Spells and Magic Ritual in the School of Air/Earth/Fire/General/Light/Water to level 5.
Bonuses

A member of the Wardens gains the following bonuses.

  • [LOSE] Title appropriate to their Guild Rank.
  • [LOSE] He gains one Armour Proficiency of his choice.
  • [KEEP BOUGHT] He may learn one weapon skill chain at half cost. Only basic weapon skills (Proficiency…Advanced Mastery) can be learnt at half cost. Specialist skills (Subdue, Weapon Adepts, Favoured/Chosen Weapon etc.) are learnt at normal cost.
  • [KEEP BOUGHT] Priests may either learn healing miracles or defensive miracles as if they were one level lower (level 0 miracles are at half cost). The choice is made when the character first joins the Wardens and cannot be changed afterwards.
  • [KEEP BOUGHT] Mages may either learn weapon enhancing spells or defensive spells as if they were one level lower (level 0 spells are at half cost). The choice is made when the character first joins the Wardens and cannot be changed afterwards.

Priest
Defensive: Harden (Order), Bless (Life), Life Shield (Life)
Healing: Heal Wounds (Order), Heal Life (Life), Discern Spiritual Strength (Life), Raise Dead (Life), True Raise Dead (Life), Regrow (Balance), Resurrection (Justice), True Resurrection (Justice)

Mage
Defensive: Storm Skin (Air), Wall of Air (Air), Iron Skin (Earth), Fire Skin (Fire), Displacement (Light), Invisibility (Light)
Weapon Enhancing: Flame Blade (Fire), Ice Blade (Water), Bludgeon (Earth), Blade Sharp (Earth)

The Archers

Archers were originally unique to the Elves and formed their main armed force, dedicated to guarding the borders and repelling invaders. With the rise of The Kingdom and the inclusion of the Elven Races within it, the Archers became part of the Kingdom’s army and over the years have taught their skills to the other races within it. Thus, there are no proscriptions on the races, though most are Elves, Half-Elves and Humans. Following the ancient traditions, there are also no proscriptions on the class of the Archer and though most Archers are Scouts and Warriors, there are a few Mages and Priests who also belong to the Guild.

Guildmaster

Kingdom: Knight Archer Commander Greenwood
Barony Van Heusen: Archer Major Hood

Joining

A starting character can join the guild immediately.

A non-starting character can join the guild immediately. The Kingdom’s armed forces are always looking for new recruits.

Requirements

A member of the Archers must

  • defend all subjects of the Kingdom (can be overridden by a higher ranking Defender).
  • never flee battle if it places or leaves a subject of the Kingdom in danger (can be overridden by a higher ranking Defender).
  • never wear heavy armour,
  • never use any shield other than a small shield,
Tax

0%

Advanced Training

A member of the Archers has access to

  • Melee Weapon skills to Advanced Mastery (provided by the Guards).
  • Missile Weapon skills to Legendary Mastery.
  • Missile Weapon Adepts.
  • Shield skills to Advanced Mastery (provided by the Guards).
  • Armour skills to Advanced Mastery (provided by the Guards).
  • Miracles and Religious Ceremony in the Path of Order/Justice/Life/Freedom/Might/Balance to level 5 (provided by the Wardens).
  • Spells and Magic Ritual in the School of Air/Earth/Fire/General/Light/Water to level 5 (provided by the Wardens).
  • Recognise Creature/Smell/Tracks up to Advanced Mastery (provided by the Pathfinders).
Bonuses

A member of the Archers gains the following bonuses.

  • [LOSE] Title appropriate to their Guild Rank.
  • [LOSE] He gains one Armour Proficiency of his choice from: Fur, Leather and Studded Leather.
  • [KEEP BOUGHT] He may learn one of Longbow, 1H Crossbow or 2H Crossbow skills at half cost, including specialist skills (Subdue, Weapon Adepts, Favoured/Chosen Weapon etc.).
  • [KEEP BOUGHT] He can learn the Sniping skill at half cost.

Ranks

Rising in Guild Rank in the Defenders brings certain bonuses. A character can only get NCO or CO bonuses per Guild Rank, which is the first they receive.

Example: At Guild Rank 45, Kelvor become a Sergeant and gains the appropriate bonuses. However realizing the NCO route is not for him, he requests transfer to become a CO. After vigorous testing Kelvor is proved worthy of becoming a Lieutenant, however he does not gain any bonuses and keeps his Sergeant bonuses. Later if deemed worthy, when he becomes a Captain, he will gain the Lieutenant bonuses.

Non Commissioned Officer (NCO) Ranks

NCOs form the back bone of the Kingdom’s army. NCO’s are generally less well equipped than their Officers, but make up for this by knowing the ins and outs of fighting. When the character reaches Corporal, and for every title above that, he gains bonus CPs that can be used on any skill. Any points not spent are lost. These CPs do not count against his overall level.

Example: Marduk is Rank 50, at Guild Rank 45, he becomes a Sergeant, and is awarded 10 bonus CPs which he spends on various skills. However, he is still counted as being Rank 50 (Guild Rank 45).

These CPs are awarded only once for a particular title, and if a character is demoted then promoted again, he does not gain more bonus CPs.

Example: After a particular event in which several Kingdom citizens die, Marduk is demoted to Corporal. After a few more heroic adventures, he is once more promoted to Sergeant. However, this time he does not gain the 10 bonus CPs.

In addition, when the character reaches Corporal he gains the ability to Rally other Defenders, or himself.

This requires the NCO to make a loud, rallying call and can be used to remove fear and other mental effects on Defenders. If the character ever leaves the Defenders, he loses this ability.

Example: Marduk is leading two other Defenders, a Guard and a Warden, when they are attacked by a Priest of Death and the Undead he has controlled. During the fight the Priest casts Fear 1 on the Guard. As he turns to run, Marduk shouts “Where are you going you cowardly mummy’s boy. Get your ass back in the fight or I’ll kill you myself. Remove Fear.” The Guard has the Fear effect removed and returns to the fight.

Realising that Marduk is the real threat, the Priest casts Freeze with Fear 2 on him. Marduk immediately shouts “You ain’t stopping me you gutless sheep shagger. Remove Fear”, using his Rally ability to free himself.

Promotion as a NCO is usually automatic and does not need to be specifically requested from the Character Ref.

Lance Corporal
Usually gained at Guild Rank 10.
Corporal

Usually gained at Guild Rank 20.

  • [LOSE] Bonus 5 CPs.
  • [LOSE] Remove Fear(R) on one Defender – 1/day.
Sergeant

Usually gained at Guild Rank 45.

  • [LOSE] Bonus 10 CPs.
  • [LOSE] Remove Fear(R) on up to two Defenders – 2/day.
Lead Sergeant

Usually gained at Guild Rank 75.

  • [LOSE] Bonus 15 CPs.
  • [LOSE] Remove Fear(R) on up to three Defenders – 3/day.
  • [LOSE] Clear Mind(T) on one Defender – 1/day.
Master Sergeant

Usually gained at Guild Rank 100.

  • [LOSE] Bonus 20 CPs.
  • [LOSE] Remove Fear(R) on up to three Defenders – 3/day.
  • [LOSE] Clear Mind(R) on up to two Defenders – 2/day.
Sergeant Major

Usually gained at Guild Rank 125.

  • [LOSE] Bonus 25 CPs.
  • [LOSE] Remove Fear(R) on up to three Defenders – 3/day.
  • [LOSE] Clear Mind(R) on up to two Defenders – 2/day.
Division Sergeant Major

Each branch of the Defenders has one Division Sergeant Major, with a minimum Guild Rank of 150.

  • [LOSE] Bonus 35 CPs.
  • [LOSE] Remove Fear(R) on up to three Defenders – 3/day.
  • [LOSE] Clear Mind(R) on up to three Defenders – 3/day.
Defender Sergeant Major

There is only one Defender Sergeant Major, who is selected from one of the Division Sergeant Majors, with a minimum Guild Rank of 200 and usually much higher.

  • [LOSE] Bonus 50 CPs.
  • [LOSE] Remove Fear(R) on up to five Defenders – 3/day.
  • [LOSE] Clear Mind(R) on up to five Defenders – 3/day.

Commissioned Officer (CO) Ranks

COs command the rank and file of the Kingdom’s armed forces, leading them to heroic victories. Some COs lead from the front, whereas others stand behind the line and issue commands from a good position (others cower at the back and come out after the fighting is over, but they are seldom mentioned in the sagas and stories, unless they have a good publicist).

COs are usually better equipped than the Defenders they command, but their training usually suffers due to having to handle the administration of their command. When a character reaches a new CO rank, he is supplied with a piece of superior equipment. If a character is demoted, this equipment is usually confiscated, though it will be returned if the character is once again promoted. If the equipment is lost or damaged, it will usually be replaced.

In addition, COs can choose to either learn how to inspire their troops or to protect their own hides. The type of commander the CO wants to be determines which skill is chosen. If the character ever leaves the Defenders, he loses the chosen ability.

Inspire

When using Inspire, the CO gives a speech to the assembled troops that must be at least 1 minute long. The speech can only be done when the Defenders are not under attack, though enemies can be nearby. If the speech is sufficiently rousing (decided by the GM and general consensus) a bonus is granted to all Defenders who heard the it from the beginning. The CO and other COs of at least the same title do not gain the benefits.

Example: Captain Fireheart gives a speech to Inspire the three Defenders, including a Lieutenant under his command. This is a rousing speech concerning the need to destroy the foul nest of Necromancers threatening their beloved Kingdom, and all three Defenders gain the effects of Enhance Will 1.

Captain Fierceheart does not gain this benefit, and neither does the Overcaptain who just briefed the Captain and who was present during the speech.

Self Preservation

Some leaders are particularly good at escaping harm even though their entire command is virtually wiped out. Other commanders are glory hunters who charge into battle, trying to take all the credit. Neither type really cares for the cannon fodder under their command and use Self Preservation to selfishly keep themselves alive.

A CO can change which benefit he gains, usually due to some formative experience. For example, an inspirational leader having his entire command killed and left alone in the wilderness for weeks may become more interested in Self Preservation. Or a cowardly leader may turn over a new leaf due to the example of a brave Defender under his command.

When a CO changes his ability, the character loses all the benefits of the previous ability and starts with the ability granted to Lieutenants. The new ability improves at every title increase as normal. If the CO changes his ability a second time, he starts again at Lieutenant and the new ability improves at every other title increase.

As well as earning a commission the hard way, by gaining experience and showing officer potential, it is also possible to purchase a CO rank. The amount of Groats required is at least equal to the base Guild Rank required for the title.

However, once a character pays for a title, his superiors no longer believe he is worthy of earning a title the hard way, and all future promotions will have to be purchased.

Example: Issuis is a Guild Rank 5 Defender, who’s rich parents don’t want him fighting amongst the common plebians so they buy him a Lieutenant’s Commission by spending 45 Groats.

He will stay a Lieutenant no matter how much experience he gains, unless he spends additional Groats. At Guild Rank 80 he tires of being just a Lieutenant and decides to buy a Captain’s Commission by spending 75 Groats.

Note you can also buy a commission as a higher rank Defender by spending extra Groats.

Example: Issuis could buy an Overcaptain’s Comission by spending 100 Groats. Or he could become a Guild Rank 110 Overcaptain by spending 110 Groats.

If a commission is purchased, then the character does not receive the superior (& higher) equipment bonus.

Promotion as a CO must be specifically requested to the Character Ref.

Lieutenant

The first CO rank. Usually gained around Guild Rank 45, if the local Lieutenant- Commander believes that the character would make a good officer.

  • [LOSE] The character gains a Superior weapon, Superior shield or a piece of Superior armour to cover one location.
  • [LOSE] Inspire – Enhance Will 1 – 1/day
  • [LOSE] Self Preservation – Dexterity 1 – 1/day.
Captain

Granted by the local Lieutenant-Commander when he believes the character is ready. Minimum Guild Rank 75.

  • [LOSE] The character gains a Superior weapon, Superior shield or a piece of Superior armour to cover one location.
  • [LOSE] Inspire – Enhance Will 1 – 2/day
  • [LOSE] Self Preservation – Dexterity 1 – 1/day; Toughness 1 – 1/day
Overcaptain

Granted by the local Lieutenant-Commander when he believes the character is ready. Minimum Guild Rank 100.

  • [LOSE] The character gains a Master weapon, Master shield, Superior armour to cover two locations or Master armour to cover one location.
  • [LOSE] Inspire – Enhance Will 1 – 2/day; Toughness 1 – 1/day.
  • [LOSE] Self Preservation – Dexterity 1 – 1/day; Toughness 1 – 1/day; Enhance Will 1 – 1/day.
Lieutenant-Major

Granted by the local Lieutenant-Commander when he believes the character is ready and a position is available. Minimum Guild Rank 125.

  • [LOSE] The character gains a Master weapon, Master shield, Superior armour to cover two locations or Master armour to cover one location.
  • [LOSE] Inspire – Enhance Will 1 – 3/day; Toughness 1 – 2/day; Dexterity 1 – 1/day.
  • [LOSE] Self Preservation – Dexterity 2 – 2/day; Toughness 1 – 1/day; Enhance Will 1 – 1/day.
Major

Granted by the local Lieutenant-Commander when he believes the character is ready and a position is available. Minimum Guild Rank 150.

  • [LOSE] The character gains a Master weapon, Master shield, Superior armour to cover two locations or Master armour to cover one location.
  • [LOSE] Inspire – Enhance Will 2 – 3/day; Toughness 1 – 3/day; Dexterity 1 – 2/day.
  • [LOSE] Self Preservation – Dexterity 2 – 2/day; Toughness 2 – 2/day; Enhance Will 1 – 1/day.
Lieutenant-Commander

Granted by the Commander when he believes the character is ready and a position becomes available. Minimum Guild Rank 200.

  • [LOSE] The character gains a Legendary weapon, Legendary shield, Master armour to cover two locations or Legendary armour to cover one location.
  • [LOSE] Inspire – Enhance Will 2 – 3/day; Toughness 2 – 3/day; Dexterity 1 – 3/day.
  • [LOSE] Self Preservation – Dexterity 2 – 2/day; Toughness 2 – 2/day; Enhance Will 2 – 2/day.
Commander

There is only one Commander, appointed by the Prince usually from the Lieutenant-Commanders.

  • [LOSE] The character gains a Legendary weapon, Legendary shield, Master armour to cover four locations or Legendary armour to cover two locations.
  • [LOSE] Inspire – Enhance Will 2 – 3/day; Toughness 2 – 3/day; Dexterity 2 – 3/day.
  • [LOSE] Self Preservation – Dexterity 3 – 3/day; Toughness 2 – 2/day; Enhance Will 2 – 2/day.