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Which enchantments benefit settlers?
Does mana regen help them? How about resilience gain?
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Showing 1-9 of 9 comments
TsuKuSs Jan 6, 2024 @ 4:27am 
They don't have resilience, pretty sure they don't have mana either, one of the best is movement speed, so they can do what they do faster :)
gibbousmoon100 Jan 7, 2024 @ 12:10am 
Would that be your recommendation for combat as well? That's my main concern.

As for resilience, would you mind sharing your source of information? It's not that I don't believe you, but I can't find that information anywhere in the wiki. Maybe I'm not looking in the right places.
TsuKuSs Jan 7, 2024 @ 3:49am 
If you provide them strong enough armor/weapons (ancient fossils, and then even incursion ones), then you can just boost their speed, as they'll be stronger than any raider by far, and any villager that is not a guard will benefit having speed more than having damage or armor, since raids are happening likg 1% of the time, the 99% remaining they'll just run to complete things for you, and you can equip whatever enchant you want on guard, that's up to you, but i'd say armor/damages/crit are the main ones for them then.
My source for "they don't have resilience" is that i tested myself by giving them armor with resilience, and i even confirmed it by asking on the discord.
gibbousmoon100 Jan 7, 2024 @ 3:58am 
Great, thank you for confirming. :)

In fact, I use them for boss fights. Raiders are long past being any kind of threat. (So my question isn't really about raids but rather overall combat effectiveness and survivability.)
Last edited by gibbousmoon100; Jan 8, 2024 @ 1:27am
Originally posted by TsuKuSs:
If you provide them strong enough armor/weapons (ancient fossils, and then even incursion ones), then you can just boost their speed, as they'll be stronger than any raider by far, and any villager that is not a guard will benefit having speed more than having damage or armor, since raids are happening likg 1% of the time, the 99% remaining they'll just run to complete things for you, and you can equip whatever enchant you want on guard, that's up to you, but i'd say armor/damages/crit are the main ones for them then.
My source for "they don't have resilience" is that i tested myself by giving them armor with resilience, and i even confirmed it by asking on the discord.

So, what's the best pre fallen npc armor sets? Tungsten seems to be flat out bad without the resilience boost, unless you really want the little extra knockback.

Melee = Glacial.
Magic = Widow, maybe shadow?
Ranged = Fossil? Ninja? Shadow?

I would guess they also don't use the special function of the fossil set, leaving mostly the high armor value as a plus. Ninja is interesting but hard / annoying to farm and npcs tend to stand mostly still, which works better with the shadow set bonus.
Resilience does seem to apply to villagers the problem is they are bad at generating it especially before late game as they don't have many options for passive generation or a high maximum as they lack trinkets.

I noticed in late game as I give the villagers very high tier armors which most melee armors come with at least 30 max resilience the damage reduction of armor allowed me to see that the villagers do generate resilience and usually it is just lost as fast as they make it or it decays away out of combat, and when the damage would only be 1 because armor reductions you can see and hear (taking resilience damage is more of a clink noise and non resilience hits are more of a squishy tick) the resilience numbers will show gray instead of yellow.

*The following is all my speculation*
Late game though I'm thinking enchantment wise it's kind of hard to say what to give them as I think largely the maximums are going to be only slightly off,
Food buffs might help on some of these but I think their need to eat because their Nutrition doesn't lock when a food buff is active(Like the player's does) will make stocking enough Gourmet food of the desired buff impossible. So I'm going to assume you will be like me and give them stacks of corn instead, DO NOTE you can fill a lunchbox and put it in the adventure party slot to both increase the spoil timer and condense the party bar.

-Without trinkets giving them crit enchants wouldn't stack up enough, unless you give them a weapon enchant and armor bonus combo but I can't imagine their crit chance reaching above %40 and their attack speed being painfully slow. Someone might think of a min-max strategy for this but idk. I think ancient set may be the most useful crit use rather than enchanting it itself on the gear.

-Health on a villager that already blows player health pool out of the water is redundant especially as they have no potion cooldown(and the food buff doesn't stop them from losing hunger so they eat a literal ton of food)

-Mana Regen I think is redundant as I don't think they can manage to Cast enough to OOM in typical combat (As long as they are already wearing a caster set) as they won't have the attack speed haste. and you might not even need it if you can just give them mana potions and they likely don't have a cooldown like health but I never stocked them with mana potions so I don't know.

-Haste My personal best bet but 12% haste probably isn't going to change their world but it might help them oddly survive things better as they will more readily knock-back enemies through constant hits, and may give them some room to generate some more resilience IF they have an armor set that contains a resilience set bonus.
(The ranged Myscelium set sounds on paper like a good way to use haste without enchanting but I noticed that villagers never stand still and use the set except "Sparingly" they just tap it if they feel like it and I do mean tap they never seem to hold the set bonus down for more than a millisecond, depending on the gun/bow you gave them you'll just notice a blinking moment explosion of shots then nothing.)

-Resilience I think late game during the incursions it could find its place but only after you have already started giving them tier upgraded armor to take the edge off the damage spikes, before then however the villagers likely would never manage to generate more than 5 resilience at a time before taking a hit that takes it all away. Weapon generation of resilience is also so low on anything that isn't a *melee*-melee weapon things that throw or shoot or cast tend to have bad generation anyway but oddly some of the mixed weapons have an small but reliable patterns like the reapers scythe that it might actually make resilience shine especially in cramped narrow halls.
If you lategame upgrade an armor to tier 5 all enchantments on it get doubled on each piece as an empowered item, this can make 30 resilience a decent amount (for a villager anyway) become 60 + whatever armor bonus resilience so I'm assuming like 90 which means that if they can somehow get and keep it up they can shrug off most hits, but keeping resilience up on a boss for a villager is probably easier said than done but such a build *should* shine while just beating up everyday dungeon trash,

-Resilience gain, I think Resilience would be a better choice but only as a late game weapon as without trinkets it won't add up enough without attack speeds and an already high base resilience weapon, although there is a crystal armor in the late game that has a passive 1 resilience gain tick, I think if that armor is used it may find its use as I think even passive gain is increased by the resilience gain enchantment(But don't know off hand) but that would be in active combat, resilience bonus might still be stronger there as well as the downtime between heavy combat would allow them to build up an amount of resistance to damage while they aren't doing anything.

-Movement speed, the villagers may benefit well from movement speed as they often have a one track mind when it comes to fighting they rush after the enemy with reckless abandon, might be a double edged sword as in a boss fight they might keep their damage up this way but also put themselves into danger more easily, ranged or magic villagers probably don't need this as they can do their thing mostly where they are already

-Armor, at least +4 amount is probably a more useful effect in the early game as armor is as I understand a 2/1 conversion so 2 armor reduces damage taken by 1, when damage from enemies are low this might mean something on early sets, however this is villagers I'm talking about and no one's bringing their villagers with them everywhere during the timeframe where this would be a useful time, most armor you're going to want will have to come from whole sets rather than the enchant.
In a few years old thread of mine the devs said that nutrition and food buffs do not affect villagers at all. Only the food type regarding the happiness buff. Did this change? Or is it different for party members?
Fair  [developer] Jan 31 @ 5:31am 
Originally posted by Dark Thoughts:
In a few years old thread of mine the devs said that nutrition and food buffs do not affect villagers at all. Only the food type regarding the happiness buff. Did this change? Or is it different for party members?

This changed, yes. They now have the buffs for the most recent food they ate, just like the player :)
Originally posted by Fair:
Originally posted by Dark Thoughts:
In a few years old thread of mine the devs said that nutrition and food buffs do not affect villagers at all. Only the food type regarding the happiness buff. Did this change? Or is it different for party members?

This changed, yes. They now have the buffs for the most recent food they ate, just like the player :)

Guess I have to get them some movement speed food then, to boost their productivity.
Does the nutrition value also change how often they have to eat? Especially party members seem to really chew through food quite quickly.
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