Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
and animals.
outlaws/villager class dont have expanded skill tree
Halberdier An Eye for an Eye, Find hidden arena in Arthes Harbour on an island off the coast via Shipwreck Cavern, complete challenges, then find Priest of Light Sipphar at Church of Saint Septimus
Assassin Gladatorial Legacy, Vertrusian Windmill in Vertruse Province (beat challenges at Smot's Arena)
Marksman Worthy Successors, NPC Verur at the Murwen Fishery in Ludern Region (may require completing Neirolf Arena)
Brawler Stealing the Show, Complete Drombach arena then go to Trapper Hut
Duelist Former Glory and/or Folk Practice (?) Complete Berna's Arena (Grimneer), then head for Rouste Field
Barbarian Spiritual Heir (Grimneer Stables), Complete Hoevendorp's Arena in Grimneer Area (near city entrance) first
Tyrant Eternal Glory, Complete Belerion arena then go to Terq and head to Cutthroat Tavern and speak to the Ailean the Gladiator
That is a unique inquisition unit preventing galvanization for enemies. They been changing NPC units a lot so I don't think there is a decent guide anywhere. You can find uniques by right clicking them in battle and looking for an additional passives they have...
Some of those classes has almost identical skills comparing to mercenaries' classes, except that they lack the ability to generate valor point; some others have only 2 special passives that can be unlocked by leveling.
Certain NPC-class also has 1 more special passives. Personally suggestion: capture a Wrongdoer for its +30% critical damage aura.
Is befriending a captive something that happens later? I'm on my second zone and captives always escape before I get any event that allows me to recruit them.
u need to surround prisoner like this photo
2 slots above bear and 1 slot below bear and that drying rack worker are all -100% escape
u need 4 members within 2squares distant to get -80% escape chance, plus injured prisoner -20% escape = total of -100% escape chance
Oh I didn't think that the layout of the camp would have an effect on this. Is there anything i can do to get the option to convert them to a companion a bit sooner?
i think around 2-5 rest will trigger that