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2. A mule with low willpower can run away with your inventory after meeting with the “Ghost Pack”. I started the game again.
3. Even before the first battle, you can go to the camp and choose a specialty by increasing your statistics.
4. The increase in the level of fighters is accompanied by an increase in their salaries. As a result, a lot of battles at the beginning of the passage = bankruptcy.
5. Skills can be strengthened at the Brotherhood Training Ground after a certain number of battles, but of course a beginner will not have money for them, because the reward for completed battles will not cover their request.
6. Stealing will not help a beginner, because he does not have the skills to run away from the guards, much less fight with them.
7. With the left mouse button, during the battle, you need to click on a skill that works over an area to see whether the fighter can use it.
8. Gems and trinkets must be sold at the beginning of the game, they will only be needed at high levels (gems)
9.The enemy’s movement can be calculated during the battle by clicking on him.
10. Resources (iron, wood, fish) are renewed over time.
11. Immediately after the first battle, you can make a fishhook and a master key and learn running (Shift)
ITD can be listed for a long time. Probably all this is stated in the game manuals, but the player buys the game to have fun, and not to study the manuscripts for the game.
Cover the world in Pitons when you first explore and have 0 Crime. Then, later, if you want to explore the Crime Path, it is very easy to escape from patrols, because you have your secret "bandit roads" up and down every cliff side and mountain in the world.
This can also make trade runs much faster, e.g. even with paved roads, if you get the 40% speed boost on snow while a criminal from food, crossing the mountains north of the road from Arthes to Tiltren is faster than taking the road, IMHO.
Take the free Hemp with every plant Path ability early. All that free hemp helps with the ropes for Pitons and leveling Tinker, which can take a while to level. Always loop back into mines. Extra iron into lockpicks is another way to get some easy Tinker XP and gold at 5 per lockpick.
Get eight work horses as early as you can afford them. I find 8 to be the sweet spot between really pushing aggro reduction and travel speed, without the camp feeling overrun by hroses.
Work horses take forever to level. Once you have eight, take the horseshoes off 4 and use the earcovers you can learn in Ludern for +20% XP gain. This will help them hit level 12 much faster where they can carry a halter, a pack, and horseshoes. Then put the covers on the other 4 til they hit level 12.
Having 8 halters for 80% reduced enemy aggro range is game changing if you want to live at 5 Crime for the 25% crit bonus.
On that note, make a quick run to Ludern early game as soon as you can clear the arena for the Training Dummy and go buy the earcover recipe from the trackers.
Recruiting a Wrongdoer for +30% crit damage is game changing early/mid game. But after your successfully recruit one, if they are a level or two above you (as can easily happen on adaptive), leave them at a Trade Outpost until your party has caught up to them in level. Otherwise, they will always be 1-2 levels ahead, and enemy parties will queue off of the highest level in your party, which can be absolutely brutal early game if it pushes enemies to the next weapon/armor stage, e.g. you are using ghost weapons/armor and enemies are now using Rimesteel because they queued off the over-leveled wrongdoer.
Save cheap Criminal helmets for the Bandit's Focus ability so that you are not hunting for them once you can finally use stamps and want to push your 80% crit characters up to 100%. I sold so many, and then had to go farm bandits when I needed another 7.
Save a stockpile of Stimulating Coating stamps for when all your mercs hit 100% crit and you want to swap out Bandit's Focus for that juicy +20% damage. I sold so many, and then had to go farm guards again when I needed another 7.
That's all I can think of right now. Cheers.
Dont stick to one profession at beginning of the game (just try to gain a step in level up if possible in the profession), or keep at least one man to switch to professions when needed: each of them give ressources, exp etc
Always keep one book of skill level up to see what upgrades will do (and by the way some of them are very powerfuls and must have !)
Traits that give more exp in combat and professions are very efficients in beginning... until other ways to gain them
Get an axe wielder with the mouvment enhance skill as soon as possible, or later (because need control skill or control equipment) a combat poney with the same skill (and at no cost for him but with a smaller radius)
This is ALOT to take in....... Theres soooooooooooooo much depth to this game in 700 hours i never knew about.
THIS are the tips/tricks i was looking for !!
So many, i need to reread this and take notes. If any of you have any juice at SHIRO we need to get a list of these pinned { not with my name attached } just so other people have access to them.
If theres any YT's or Twitch streamers we could use a video, not even demonstrating but time stamped with audio descriptions of all these.
Thank you all !!! You all deserve steam points so ill award as many as i can afford. thanks again !!
Awarded everyone steam points, 1 person i awarded 2 cuz some1 else gave them the " treasure " award also .
I awarded this twice, those numbers are important cuz i never knew they existed, and the earcovers... never knew about the either ! And never knew they could wear 3 seperate things.
Maybe next week if you or some1 else has time could we get a list of a few the trader items and where they sell blueprints ?
Mainly the watch chair and anything that generates a valor point, I'm stuck generating 8 per night and more would be really nice :p
Also, your animals can be "drinking buddies" which can help to cure them if they develop the delicate trait. Note both parties must have a negative trait for one to be removed through drinking buddies. Though in most cases it'd be better to replace the animal given how much time it takes to get best friend status.
I strongly recommend popping up into Grinmeer to the alchemist shop to pick up the Brave's OIl, which refunds 1 valor point whenever using an ability with valor points. It's worth using on a Cutthroat for sure, as it allows them to re-use their class ability without regard to valor points. Once you combine the legendary off-hand Faithless (or Solar, but Solar takes much, much longer to get as you need to clear Ludern and explore Drombach rather than just popping over to the Arena in Drombach) with the Ranger dagger throw, you can use Aim, First Aid, Lt.'s Orderly, Blackout (at level 12), Taunt, and Run to initiate 2 throwing attacks each at 0 Valor. At max level and 100% crit, this combines with Cutthroat's reusable class abilty (which also triggers 2 throws) to allow my Lt. Cutthroat to solo 10-12 low hp enemies in Belerion, i.e. he can clear 1/2 of an enemy ship by himself.
Anyway, Brave's Oil in Grinmeer. Once you get it on the Valor intensive characters, and make whichever character you usually start combat with your Captain, you can start a battle at 0 VP and not have any problem using every ability on every character.
The craziest way to use this is start with an Archer with Pirates bow, kill 5-9 targets, swap to a purple legendary bow for max dmg., and use the Archer level 12 Bravery to severely weaken an enemy grouping. Then send in your Cutthroat, and he can easily kill everyone there with his reusable class ability and throwing attacks. On ships in Belerion, because everyone is so tightly grouped, I can clear an entire enemy ship of 20 enemies with just by Captain Hunter and Lt. Cutthroat. It's a little broken, I have to admit.