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For the first real game, go with the easy/normal mode. Easier for you to unlock the achievements. Some NPCs who you might need to keep alive in some story-line battles might get killed due to higher difficulty settings and the story-line might be ended from there.
Personal opinion, Dex > Con > Int/Luck > Str
Strength is the easiest to gain as you should max it when doing harvesting resources. More Int means less starting MP but level up skills quicker.
As for weapon, it depends on how you want to start. There is an Old Man who you meet in the first village that offers you an initial sect and feeds you some decent manuals that increase skills for all weapons, so if you are going with him, I would recommend Fist, as those are the most readily available manuals in the game, imo. Any weapon will work with his techniques, even though they are meant to be fist techniques, so it's really a preference thing on your part. If you want to avoid his sect, then fist is still a good choice due to the sheer availability of their techniques.
Loner and Lone Wanderer both look at your Party Member slots (Green Health Bars in battle). Guests (Blue Health Bars) won't affect them. So a pet is perfectly fine.
Lone Wanderer is in the Top 10 strongest traits in the game. Lone Wanderer alone will make you stronger than any party member you can get. Its effect of +100% damage alone is ridiculously powerful. The 3x exp is ridiculously powerful too.
Your MC will typically be the strongest member of your Party, so increasing his damage will be better than having more people who deal 1/4th of his damage at 1/2 his speed.
Loner is not that great. For slightly less points, you can take Rapid Response and Quick Reflex instead. That will give you the same amount of Action Speed with no downside.
Later on, some allies will provide a larger buff to your AS than you get from Loner, so it ends up being a rather mid-tier trait.
Lone Wanderer does require you to be alone for the exp effect too.
For example, if a Lone Wanderer MC with the Doctor in his party gets 12 exp for killing a snake in the Lost Forest, he will get 36 exp for killing the same snake without the Doctor in his party.
The after battle exp will be the same 44 exp.
Easiest seen if you have a party member with you while you kill 1 snake, then kick them out before killing a 2nd snake.
Not quite. Kill exp works off of the highest level in your party.
Kill Exp only goes to the person who killed the target. External Martial Arts also gets exp based on use, and Internals get about 10% of the Kill Exp.
Then you get Post Battle Exp, which is about 2x Base Kill Exp (Before any modifiers like Difficulty. So the Kill Exp you would get on Easy difficulty).
Then there's Training Exp which is a flat amount depending on the sparring partner. Everyone in the party gets these 2 types of exp.
A Level 10 MC without Lone Wanderer would get 12 exp by killing a Snake on Easy.
A Level 10 MC without Lone Wanderer in a party with a Level 10 Doctor, both would get 12 exp by killing that Snake (The killer gets the 12, the other gets none).
A Level 10 MC with Lone Wanderer without the Doctor would get 36 Exp for that kill.
A Level 10 MC with Lone Wanderer with the Doctor would get the original 12 Exp for that kill.
A Level 5 MC without Lone Wanderer would get 25 Exp for the kill.
If you recruit the Level 10 Doctor, the MC would get 12 Exp for the kill since the highest level in the party is now 10.
I say its better to keep both around, having more stats is always useful. Combination manuals are so powerful from their pure stats that you won't go wrong combining any of them together. And you can spend a turn to change your Main Internal in combat, so you aren't losing anything by keeping both combos.
You can also relearn your original manual if you want to make 2 of the same combo or have 2 combos with the same main component.
Here's my take on your 2 combos:
Sun Burning Sky Technique + Omnipotent Demon Sealing Move have good synergy with each other but Omnipotent is the one doing most of the work. With the Imperial Seal (Or either of its 2 components) accessory, the combination tends to be overkill but feels great to use. The only one who would be an issue is the Confucius Leader, since his Internal prevents Parry and Crits.
Nine Provinces Manual + Vairocana Solar Sutra is a powerful combo but one that not be used very often in future runs. Since you can more or less pick up immunity to all 5 standard status effects through character creation and the special status effects aren't common.
Both Internal Combos are more defensive and reactive in nature. Any combo with Omnipotent Demon Sealing is more of a mix of offense and defense too.
I prefer combining Nine Provinces Manual + Confucius Thirteen Sutra or Nine Provinces Manual + Omnipotent Demon Sealing Move as my 2 go to defensive combos.
An Offensive Internal Combo would be something like:
Archdemon Soul Eater Technique + Endless Maha or Deviation from Form Technique.
Soul Eater provides 20% Life Steal and 5% MP Drain.
Endless Maha provides +50% Damage after a Critical Hit.
Deviation from Form provides a flat +50% Atk/Damage at the cost of +100% more MP costs.
There is not. The only character that will leave their sect is Miao Caidie due to her story. Everyone else is still a part of the sect.
In order to exterminate a sect, you need to kill all members, including your allies and wives.
The challenge will make them teleport to the fight, and manually killing members of the sect will make those allies attack you.
Because characters have 2 relationships with you. Their personal relationship and their Sect's Relationship. Having either one in the negatives will cause them to fight you.
That's unfortunate, at least there's a silver lining in that I can keep Maio Caidie.