V 1.0 by B.L. Timmins AKA Master Higgins on Gamefaqs AKA Dr. Morbis
everywhere else.
The following is a complete list of the available War Spoils in the NES
version of Romance of the Three Kingdoms II. After every offensive
battle that is won by a human player, there is a roughly 10% chance of
randomly receiving a War Spoil, which will appear on the center of the
screen after any captured Generals have been dealt with. Since there
are 41 provinces in the game, and each human player has one (or more)
provinces under his control to start with, you can expect to receive, on
average, four or five War Spoils over the course of a normal game that
ends with the successful unification of China.
There are 16 War Spoils in total, 15 normal Spoils and one special War
Spoil called the Ruler’s Seal. Each of them, including the Seal, can
appear at any time, with no prerequisite other than an offensive battle
having been won. It is also worth noting that every Spoil can appear
only once, after which it is removed from the game.
In the list below, the title of each Spoil is given in quotes exactly
as it appears in the game, along with its effect on the General(s) it
is given to. All numerical stat increases, aside from that of the
Ruler’s Seal, will be a random variable between +5 and +15, with all
stats maxing out at 100. It is also important to note that all War
Spoils automatically increase their recipient’s LOYALTY to 100.
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Complete List of WAR SPOILS (NES Version)
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NAME EFFECT
“Black Dragon’s Sword” Increases one General’s WAR ABILITY
“Black Lightning” A General given this horse will never be
captured when attempting to flee a battle
“Book of Heaven” Increases one General’s INTELLIGENCE
“An Emerald” Increases one General’s CHARM
“Hua Tuo’s Medical Book” All injuries for all Generals in all of
your provinces are healed after one month
for the rest of the game
“A Jade” Increases one General’s CHARM
“Luminous Sword” Increases one General’s WAR ABILITY
“Meng De’s New Treatise” Increases one General’s INTELLIGENCE
“A Pearl” Increases one General’s CHARM
“The Red Hare” A General given this horse will never be
captured when attempting to flee a battle
“A Ruby” Increases one General’s CHARM
“Ruler’s Seal” Ruler’s CHARM and TRUST set to 100,
regardless of previous values
“A Sapphire” Increases one General’s CHARM
“Seven Stars’ Sword” Increases one General’s WAR ABILITY
“Sun Tzu’s War Manual” Increases one General’s INTELLIGENCE
“Sword of Trust” Increases one General’s WAR ABILITY
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WAR SPOILS – Breakdown
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CHARM
War Spoils that affect CHARM should generally be given to Governors, or
would-be Governors, as the CHARM stat directly affects a General’s
ability to reward, and keeping up loyalties is a major component of the
game. Each of your Governor’s CHARM should ideally be above 80, and any
General with a CHARM stat between roughly 75 and 90 is an ideal candidate
for this type of War Spoil. There are five Spoils that will increase a
General’s CHARM, and they are:
-An Emerald
-A Jade
-A Pearl
-A Ruby
-A Sapphire
INTELLIGENCE
War Spoils that affect INTELLIGENCE should first and foremost be given
to your advisor, unless you already have Zhuge Liang. The reason for
this is because an advisor with an INTELLIGENCE stat of 100 is never
wrong. This can save you countless headaches when trying to decide
whether or not to risk sending a good General across the map on a
recruitment mission that would be doomed to fail regardless, or for
quickly weeding out spies in your other provinces, etc, etc. So even
if your advisor is, say, 97 INT, giving him one of these Spoils is a
smart move to get him maxed out at 100. Probably because of this
significance, there are fewer Spoils that give INT increases than any
of the other stat-gaining Spoils. There are three Spoils that will
increase a General’s INTELLIGENCE, and they are:
-Book of Heaven
-Meng De’s New Treatise
-Sun Tzu’s War Manual
WAR ABILITY
War Spoils that affect WAR ABILITY should ideally be given to Generals
who are already moderately high (80’s) and residing in or near provinces
on your front lines. They are also perfect for rewarding a really good
General you have just captured in battle, so that you don’t have to
worry about having him recruited by another Ruler before you’ve had a
chance to build up his loyalty yourself. Since all Spoils max out their
recipient’s loyalty at 100, a captured General can quickly become a new
fighter for your side with 100% loyalty on top of the increase in WAR
value. There are four Spoils that will increase a General’s WAR ABILITY,
and they are:
This War Spoil is the most important Spoil in the game. It maxes out
your Ruler’s CHARM at 100, along with his TRUST, easing the burden of
unifying China with many of the less savoury Generals out there. Even
Cao Bao has little difficulty accomplishing this feat once he has been
gifted such monumental stat gains. Once the Ruler’s Seal has been
obtained, Free Generals almost always agree to join you, regardless of
the CHARM stat of the General used for the task, and the chore of
keeping allies around so you can ignore their General’s letters for
micro-gains in trust is no longer required. And best of all, a 100
TRUST rating means that the loyalties of your Generals will seldom
diminish, and drops that do happen will usually only be by one or two
points. Anyone playing the game with a less-than-stellar Ruler wants
this Spoil above all others.
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Province 10
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This is the Spoils factory. As mentioned above, you normally have
roughly a 10% chance of obtaining War Spoils after a successful
invasion; that is, you have a 10% chance in every province *except*
for Province 10. In Province 10 you have a 100% chance of receiving
War Spoils after every offensive battle won. The only caveat is that
each Spoil can appear only once, and once you’ve obtained every War
Spoil, no more can be received for the rest of the game, even in
Province 10. As a result of this little quirk, one can go Spoils
hunting by repeatedly taking over Province 10 until he has found the
Ruler’s Seal (or whatever particular Spoil he is looking for). The
best way to do this is by baiting your bordering enemies into attacking
you by repeatedly leaving a General in Province 10 with one troop, zero
rice, and about a hundred gold. Do note that repeated wars decimate a
province’s population, as well as its land, flood, and loyalty values,
so take caution if for whatever reason you care about inhabiting the
province yourself.
END
This guide was made for display on www.gamefaqs.com and is copyright
2019 B.L. Timmins. I don’t care who distributes, displays or promotes
this document, as long as it is left unaltered and wholly intact. I can
be reached at bltimmins at symbol shaw dot ca if any mistakes in this
guide are found.
And finally, a big thanks goes out to Mike Zazulak for introducing me
to this awesome game!