====== Analects Book 3 Chapter 1: Holdings ====== [[analects|Back to Analects Table of Contents]] The following tables provide a collection of [[holding|Holdings]] you may purchase. For more information on their use in the game, see [[Player's Guide Chapter 8|Player's Guide Chapter 8: Assets and Property]]. For [[hybrid|Hybrid]]-type holdings, the Training or Bonus column applies only to characters who possess the role listed in the Hybrid column, serving as an alternative since no benefit can be gained from the Hybrid. The presence of a (1) in the Training column indicates that a character gains training in only 1 [[gear|Gear]] of the specified type. The Gear must be chosen when the Holding is purchased. Selected Training can be changed whenever the character would be able to sell and purchase Holdings again. ===== Class-based Holdings Table ====== ^ Holding ^ Hybrid ^ Training ^ Assets ^ ^ Apiary | Channeler 1 | Light Shields | 2 | ^ Apothecary | Healer 1 | Heavy Shields | 2 | ^ Atelier | Sorcerer 1 | Heavy One-handed Weapons | 2 | ^ Carpentry | Archer 1 | Light Two-handed Weapons | 2 | ^ Gymnasium | Warrior 1 | Heavy Ranged Weapons | 2 | ^ Hamlet | Brute 1 | Light Ranged Weapons | 2 | ^ Military Rank | Tactician 1 | Light Shields | 2 | ^ Sacellum | Shaman 1 | Light Shields | 2 | ^ Watermill | Swashbuckler 1 | Light Two-handed Weapons | 2 | ^ Abbey | Shaman 3 | Medium Armor | 4 | ^ Clinic | Healer 3 | Talismans (as level - 2) | 4 | ^ Keep | Tactician 3 | All Implements (as level - 3) | 4 | ^ Laboratory | Sorcerer 3 | Medium Armor | 4 | ^ Order of Knights-Errant | Warrior 3 | Focuses (as level - 2) | 4 | ^ Order of Mercenaries | Archer 3 | Heavy One-handed Weapons | 4 | ^ Ranch | Channeler 3 | Medium Armor | 4 | ^ Smithy | Brute 3 | Heavy Armor | 4 | ^ Title of Nobility | Swashbuckler 3 | Medium Armor | 4 | ===== Craft-based Holdings Table ====== ^ Holding ^ Hybrid ^ Training / Bonus ^ Assets ^ ^ Curiosity Shop | Delver 1 | Mechanical (1) | 2 | ^ Fishing Docks | Mariner 1 | Mysticism (1) | 2 | ^ Greenhouse | Geomancer 1 | Mysticism (1) | 2 | ^ Hermitage | Witch 1 | Survival (1) | 2 | ^ Residency | Magnate 1 | Mechanical (1) | 2 | ^ Roadside Shrine | Pilgrim 1 | Navigation (1) | 2 | ^ Secluded Hideout | Thief 1 | Survival (1) | 2 | ^ Tannery | Hunter 1 | Navigation (1) | 2 | ^ Workshop | Mechanist 1 | Mysticism (1) | 2 | ^ Coven | Witch 3 | You may discard your initial hand and draw a new one in any setting. | 4 | ^ Frontier Lodge | Hunter 3 | Hunting Weapons causes Creatures to lose Defense entries in any setting. | 4 | ^ Holy Site | Pilgrim 3 | Sacred Chant allows you to choose the Stat Track in any setting. | 4 | ^ Manor | Magnate 3 | You may play Extra Effects through your Servant and communicate with them telepathically when visible. | 4 | ^ Manufactory | Mechanist 3 | You may equip any Expertise you have Training in with your Tool Belt ability. | 4 | ^ Museum | Delver 3 | Nose For Treasure reveals the Hidden roll in any setting. | 4 | ^ Network of Contacts | Thief 3 | Two Creature/Seeker Actions must succeed against you to lose your Silence and Shadows bonus, regardless of setting. | 4 | ^ Observatory | Geomancer 3 | Gain an Expertise slot. | 4 | ^ Warehouse | Mariner 3 | Ignore penalties from darkness while swimming. | 4 | ===== Profession-based Holdings Table ====== ^ Holding ^ Hybrid ^ Training ^ Assets ^ ^ Bookstore | Occultist 1 | Thaumaturgy (1) | 2 | ^ Chantry | Priest 1 | Diplomacy (1) | 2 | ^ General Store | Merchant 1 | Illusion (1) | 2 | ^ Outdoor Stage | Thespian 1 | Streetwise (1) | 2 | ^ Perfumery | Magician 1 | Thaumaturgy (1) | 2 | ^ Sacred Grove | Druid 1 | Illusion (1) | 2 | ^ Smuggling Operation | Scoundrel 1 | Diplomacy (1) | 2 | ^ Tavern | Bard 1 | Streetwise (1) | 2 | ^ Town Councilship | Dignitary 1 | Streetwise (1) | 2 | ^ Bishopric | Dignitary 3 | Thaumaturgy | 4 | ^ Concert Hall | Bard 3 | Illusion | 4 | ^ Fairy Embassy | Druid 3 | Streetwise | 4 | ^ Library | Occultist 3 | Streetwise | 4 | ^ Temple | Priest 3 | Illusion | 4 | ^ Theater | Thespian 3 | Illusion | 4 | ^ Trading Company | Merchant 3 | Diplomacy | 4 | ^ Traveler's Inn | Scoundrel 3 | Thaumaturgy | 4 | ^ Winery | Magician 3 | Diplomacy | 4 | ===== Other Holdings Table ====== ^ Holding ^ Benefit ^ Assets ^ ^ Apprentices and Aides | Gain an Accessory slot. | 3 | ^ Forest Hut | Gain Training in Agathions. | 1 | ^ Kennel | Gain Training in Beasts. | 1 | ^ Large Garden | Gain Training in Sprites. | 1 | ^ Private Corps | Gain Training in Hirelings. | 1 | ^ Quaint Abode | Increase your Initiative dice level in interaction scenarios by 1. | 1 | ^ Servant Quarters | Gain Training in Servants. | 1 | ^ Small Farm | Increase your Initiative dice level in combat scenarios by 1. | 1 | ^ Stables | Gain a free Riding Horse. You cannot sell or trade this Riding Horse, though you may allow an ally to equip it. If you lose it, you can return to your Stables to get another, but you can never have more than one free Riding Horse at a time. | 1 |