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As for inns, not often, but I sometimes do. If I'm behind on wages and can't immediately cough up the inn lets me skip paying them for awhile longer. Helpful if I'm doing trade runs and know I'll be coming into major moolah soon. Also with the ambush schtick inns let me skip that, so... that's pretty nice.
I wouldn't mind a larger advantage. Happiness boon? Rested buff that reduces incoming fatigue? Meal included that you get to eat the next time you rest when away?
Between saving some food n delaying payment versus...
quintupling the value of my meats, restoring happiness and turning excess into fame, generating fame, healing injuries, getting free armor repair items, converting alcohol honey and leather, laundering items, befriending prisoners, triggering companion events for experience/buffs/traits, gaining bonus willpower, getting antiquities, lowering the weight of my meats, gaining experience, and gaining a variety of buffs from the food I eat...
I think I'm gonna choose the camp.
Inns do nothing you couldn't already do better. Adding an expense to delay an expense lol. Where is the benefit in this exactly?
Repairing in town is cost effective, saves material. Healing in town is useful at times, generally due to lack of planning but still useful. Inns are costly with no upside.
As the negative traits go - the best one to take is Drunkard - as you can self heal from that - I'm not aware of any other negative traits that you can 'lose over time'...
Willpower is critical to getting 'galvanization' which leads to having the enemies 'flee quicker' - it is also helpful in 'abandoned villages'... It's also the only stat that varies with all the basic recruits - excluding how their traits impact their stats...
Hope that helps and makes sense?
Dropping your carrying capacity by 1 per unit as your debuff really doesn't affect you much, since the vast majority of your cc will come from ponies anyway
As for starting traits, bloodthirsty and strong on a dps strength focused character ( spear and the berserk build for axes) or bloodthirsty and nimble on a dps dex focused character (rangers, archers)
Tanks: thickskinned and strong (one hand sword and one hand maces)
I mean, I know willpower ultimately ends up with the galvanizing and fleeing mechanics, I'm just not sure how much the willpower flaw takes away and how much that'd really change things.
I'm currently in the same predicament with my horses, actually. I don't like having them in combat, so I make 'em work ponies. I know raising constitution will help them carry more stuff, but I've also thought about dumping willpower into them. I'm not sure if their willpower will do anything if they aren't on the field, and I'm unsure if it *did* do anything if it'd be helpful.
At the start of the game is what i was referring to when speaking about 'drunkard' as the best negative trait to add - sorry if that wasn't more clear.
Wasn't sure what you were referring to about willpower so i simply offered the 'bog standard' info there :)
as for horses - adding willpower adds no benefit at all to your "pack" ponies as they'll not appear during battles (so far) - constitution remains the best -
if you use attack ponies - then yes willpower will add some value as it'll slightly increase crit hit too
I never pick experience buffs. If you get bonuses that make you better in combat, you can just fight more often, with less damage, and get way more experience.
The big thing is your party composition.
If you're going mostly DEX builds pick Slap Games. Remember DEX gives you crit chance, but not crit dmg, and STR gives you crit dmg but not crit chance. So you can put more levels into DEX and still equivalent of 2.5 levels of crit DMG.
Likewise, STR based characters don't really need a boot to Crit DMG, if you even want to fool around with crits. However, keep in mind that CON is cheaper than other stats. You get 3 to 1 CON for melee class choices and 2 to 1 CON for professions. However, you only get 2 points for any stat per level. So if take Resilient and Brawny, you have a continuous 10% + 5% bonus to your CON as it goes up from Armor and levels.
Then you can spend the points you get for leveling in other stats. You literally get more points that way.
For debuffs I usually take EXP or weight. The big thing is just to avoid Unlucky and the willpower debuff. These are serious blows to any class.
You need 12 willpower to survive your first knock in combat... so you're going to end up sinking levels into that either way. And dropping 2 of your starting 3 crit chance... is just like... might as well forget that crit is a game function.
there really is no point on taking any other debuff than "drunkard" as it is the ONLY debuff you can self-heal... so taking EXP or weight as a debuff is stoopid.......
A level 5 ranger would have 4 attribute points to spend- 5 with a title. 1.3x the dex and 3% crit chance just doesn't appeal to me as much as +10 movement or +10% crit chance and damage.
I tend to invest enough willpower to resist death once, 12-ish movement except for classes that I specifically want to run halfway across the map to engage an annoying leader or enemy, and then the rest gets dumped in crit. May need to start including constitution for my tonks though...
I do wish they'd buff dex/strength boost tho