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Use the shackles to capture outlaws; "sell: the captives (3 a "day") in the prison to earn money and clear if you're wanted.
Slightly to the North-East is a sawmill. Talk to the owner there and supply what's demanded; which you'll find out after entering the cellar.
Tip: if you attack and capture refugees before doing that, you'll get a slight head start as you need a 24 hour window.
Don't use your rangers as first line fighters. They're far better to attack anything that's already engaged into combat with one of your brutes / swords(wo)men from behind.
I do prefer to use my rangers to "lock" any enemy archer as rangers are easily able to defeat those without a problem.
Equip your rangers with a torch. It gives you a free attack, does burning damage to the ones attack, work in an arch in front of you, so you can attack multiple opponents with it and when combined with poison, you do extra damage over time.
Also, poison and fire stack, so an attack the next round makes it even easier to finish one off.
Since you know about professions now, assign a tinkerer to the table, a thief to the camp chest, a cook to your cooking pot.
Advantages: after a rest, the tinkerer gives +2 crafting materials, the thief launders stolen items and the cook makes it possible to use a few less food.
A lot can be said about spending your knowledge points. Most important - for me - are unlocking the Targe, the food and wage reduction and the fish food recipes asap. After that you may concentrate at the weapons.
Armour can be looted and occasionally be a lot better as what you can craft, but don't rely on that too much.
Thorin :)
- A decent generic build for your 4 starting characters is to go for strong/nimble + volunteer/pickpocket (-50% cost +3gold cost).
- SImilarly, make sure to pick your pony perks!
- I personally find Wrath skill is really good for all melee class.. Because for front liners, you can combine normal attack, then 1 cost attack, then (potentially) wrath for the finishing 3rd strike.
- The archer should bring the 1 cost skill that increases range and damage.
- IMO, the "best" starting options are either deserters (basically start with 2 level 2 characters), merchants or bandits (extra crowns).
Valor management
- Having proper valor point generic in combat is key to being able to use skills. This makes selection of the passives at level 2 or 3 (depending on class) really crucial.
Archers: Valorous support (move next to ally and shoot, get a point)
ST Melee: Valorous Duel (engage, get a point)
AoE Melee: Valorous chain (attack multiple enemies, get a point. I'm not a big fan of AoE melee).
Rangers: Valorous victory (kill a target, get a point).
"Wartales Beginners Guide", which has a lot of useful info in it for beginners.
Having the character's skill page open, you hover over the skill icons. If it can be upgraded, there will be fine print on the tool tip showing this. You right-click it to upgrade it and there will be a prompt before you commit. You need to have a Skill Mastery book in your inventory to apply the upgrades, purchased at Companion Training Grounds or cheaper from bandit lair once you complete that particular quest line - and usually only two skills per char can be upgraded once (but it's worth it) - this does not apply to animals as they cannot have any skills upgraded by the books.
Also, adding armor layers, you have your preferred character's skill sheet open. If their armor has a socket or two or three open, you can right-click on the armor layer while it's in your inventory. A prompt then asks "are you sure?".
Animals do have some value - wolves are good damage-dealing assistants if your target is already locked onto someone else. And there's a skill for three or more in the pack to do additional damage. There's also bleeding from their bites.
Ponies in battle are OK, their best asset is providing the double movement bonus to anyone in the radius. Other than that, they are meat shields.
However, bears are the ultimate meat shields - I'm running with eight now. They eat a ton, but you can unlock the Valor Point skill on them when leveling up, so a companion resting near them gives you one additional VP regeneration during rests.
Don't forget you can purchase and apply skill books for your animals too!!! This gives them additional actions/attacks in battle.
The biggest problems faced by new players are money and food.
STORAGE
At the start, you have limited capacity to carry things. Ore, wood, cloth, grease, flowers and extra rope/repair kits are heavy. These and anything else you like can be safely stored in containers. Containers are everywhere in the landscape- just leave an item in them and do not empty them fully.
https://steamcommunity.com/sharedfiles/filedetails/?id=2829102671
MONEY
Stick to a 4 man group initially, and don't grab up a pile of recruits you cannot pay.
A wise man once said: " Armor don't eat. Swords don't take wages." As you earn, concentrate on getting the gear for your boys first.
FOOD
Assign a Dex character the role of Thief. When you roll into town, pop into the tavern. Chat up the barkeep. Steal the meal on sale. That's enough for 4 guys and a horse. You want to get the Apple Pancake in Tildren as a priority, as it reduces fatigue.
TRADING
In the Marketplace, there's a vendor near the centre. He'll have 4 items in the top row. Plus Trade Goods below, in boxes. Tildren makes Woolen Cloth and Pottery. These boxes are heavy, so watch your weight when buying them. Grab up all you can, pop out of town and sell them immediately at any refugee group or caravan passing by. Sell off ALL the goods. That's 10 boxes per day. You make 5 Krowns per box. This is a quick 50 Krowns profit per day, every day. When you are ready, take a trip to other towns, and sell them there for more profit.
OPTIMIZED TRADING ROUTE
The most profitable route is this:
Vertruse(Marheim Town) - Buy everything. Head to Tildren.
Tildren (Stromkapp town) - Buy everything. Move on to Arthes.
Arthes (Cortia town) -Sell everything, except the pottery. Buy goods. Go to Harag.
Harag(Garussa Clan) - Sell everything. Buy goods. Go to Vertruse. Sell everything and restart loop.
Travelling obviously accounts for most of the time passing. Now one might think that running enables you to get from A to B faster. Actually although it does IRL in your terms it doesn't in game terms. Even with all the run and endurance skills, upgraded pony buffs etc if you run you will travel less distance before you need to rest than if you had walked.
And the kicker is that if you hold run for too long you get the knackered status for a period which forces you to walk even slower than normal. It is very, very easy to hold the run button down for too long and get this knackered status. If this happens you will travel significantly less distance before you need to rest than would have if you'd walked.
The moral is that for maximum profit have patience, grasshopper, and walk.
You run almost the exact same distance as you would walk for the same fatigue
just if you run you get there faster
That's from a post by a dev
Been tested by players too doing timed run from town to town
The Compendium has tabs on top that can be switched. I've been using all my knowledge points to level only the first tab abilities. So I haven't been able to craft any of the newer weapons/armors.
Posting this here so nobody makes this mistake as me again. :)
I tested this by walking and running from a fixed position to see how far I could get before rest kicked in. The difference is not that much but if you run you come up a bit short of where you can get to if you walk. I'm not sure exactly how much short, it looks about 5% or maybe 2.5%. If you overdo a run session and get the red circle then you fall short by a bigger amount than that.
It's not much but it all adds up. Walking clearly wins as things stand.
Levelling
Professions have 3 levels: Novice, Apprentice, Companion. After a recent patch, mercs retain their last threshold level but lose any extra XP gained when they change jobs. So it's possible to move one up to Apprentice and then switch jobs, allowing them to remain an Apprentice at the first. Switch back as needed for tasks.
Job Switching
Best explained by example.
Say you start and have 2 girls: A Tinker and a Miner, both novices. This is what to do:
Move around and mine iron ore for a while. Dump the ore into any container in the game, eg the campsite near the stables in Tildren. After a bit, the Miner will level up to Apprentice. Go to the stash, pick up all the ore and camp. Then use the Tinker to mass make lockpicks/fishooks. Soon the Tinker will become an Apprentice. Now, you switch their jobs, and repeat, producing 2 Tinker/Miners. Also, you will now have enough supplies to easily train your Fisherman and Thief.
In general it is very useful to have a team with multiple job abilities, allowing you to operate a smaller unit.
Combat
When going into any tough battle, you can choose to reset your Professions to gain a military advantage. I suggest putting everybody as Tinkers to increase Crit Hit %, but doing all Cooks can make your team more tanky.
Camping
Only 3 Professions are useful when you camp-
Scholar - Novice is fine, stick them to the Lectern to gain Knowledge
Cook - Assign to the Pot, to save a bit of food consumption
Tinker - Churns out 2 repair kits from Workbench assignment.
Assigning the Thief to the Camp Chest to launder stolen goods is possible, but extremely slow. Not worth the trouble.
Speed Levelling
Establish a stash container near town. Stockpile raw materials there, and mass produce items to rush your level ups. It pays to coordinate this 2 mercs at a time, so you can job switch. Tinker, Blacksmith, Apothecary, and Cook can be rushed.
Fishing/Mining are a special cases that cannot be rushed. Fishery points reset after 24 hours or so, so they can be used during travel to slowly level up over time. Most fishing spots in the wild are one shot.
Mines also restock slowly.
Scholars ONLY seem to level when processing something in the Lectern, or maybe doing Tomb exploring.
That's an interesting observation:
On the face of it the advantage of a smaller team is reduced food and wage bills and the disadvantage is reduced strength in battle and limits on the types of fights you could reasonably take on.
For example farming spirit animals would seem to be far harder with less mercs as they are going to overwhelm your group and easily trigger terror.
Which means, on the face of it, if you can afford to pay the wages and hunt the food the stronger your group the better.
So I'm interested in why you say this. Is it because the game scales enemy group size to your group dynamically or something?