Our Adventurer Guild

Our Adventurer Guild

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Hans May 1, 2024 @ 3:58pm
Scouting Adventurers, a Fair Point Value
I recently turned on the scouting adventurer option and was slightly disappointed that you only had 100 points. After probably hours of theory crafting, I only ever managed to make one character within that point range that I considered good. I dubbed him the Zealot because I was able to give him stars in strength and endurance, but was able to counteract the points by selecting dumb, sadist, and loves pain with plenty of points left over for attributes.

I then read there was an easy way to edit the points value and was curious what everyone used in their games or what they thought a fair value was, assuming they increased it?
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Showing 16-21 of 21 comments
Cutlass Jack May 2, 2024 @ 6:58pm 
Waiting 80 days sounds like too much work. I just did a quicksave on day 4, waited a day, checked the roster and then quickloaded if I didn't get a good pick. Admittedly I only did this for my first few picks and it wasn't until way after that that I even figured out how to turn on the Scouting option.

I have yet to actually scout anyone with it though. I guess I keep hoping for that really interesting character with a 4th trait. I've hit the point where I really should ad a 6th member to each team so I may finally use the scouting system for them. Mainly because I think it would be funny to have Sadist and Loves Pain on the same character.
Hans May 2, 2024 @ 7:08pm 
It was a bit much, but I'm playing on ironman (default?), for no particular reason. I felt like a gambling addict constantly checking the tavern, like I just got my paycheck and immediately went down to the gas station to buy a bunch of scratch off tickets. "I'll win the next one, the next one!"

Then I would check traits, add up stats, try and theory craft if they would be viable in another role since their stats and traits don't necessarily align. I'm embarrassed to say in my first run play through I spent way... waaaaayyy too much time examining individual characters at the tavern. I started a second game and came up with the "at a glance" for two traits/stars since those characters almost always seem to be S tier or were talented.

The scouting option got me back to playing the game once I tried it out. You can still reliably build A tier characters with 100 points since you can start their two (or more) main stats at 8. I've leveled characters as far as 7 or 8 before I could change them into a veteran class.
Last edited by Hans; May 2, 2024 @ 7:09pm
buchecker May 2, 2024 @ 9:03pm 
Originally posted by Zeks:
Scouting is a crutch and increasing the point values will make gems from the tavern less valuable, imo

What made me decide against using scouting was actually that it felt like cookie cutter clone recruits instead of having your talented fast learner to also be an arrogant coward.
Kasa May 3, 2024 @ 12:21am 
100 points for scout is more then enough.

You can make the most OP broken builds incredibly easy with scouts.

For example:
Rational + Educated + Magically Talented - Mage

Spec into lightning magic and watch as you base 170 ~ ish Int growth mage absolutely destroys things.

DO the exact same build for a Cleric for the exact same reasons.

Take Magically Talented + Talented Swordsman + Huge - Make a Arcane Knight, the enchanted blade triple dips all 3 talents when dealing damage so that's +30% damage on enchanted sword skill attacks. Plus MT and Huge increase their respective stat growths.

Sadist + Huge + Manacore - Monk, level them to 10 str then farm the forest maps for the arm wrestling.

You will get a monk with 200% str growth that will regen mana each round allowing you to spam Flurry of fists + A stance + martial art moves.

Brave + Born Leader + Pacifist - Bard, make this bard a party leader and learn the chain attack buff and now you will 20% chance of chaining attacks every time adjacent people attack. Combine that will you songs and buffs lasting 1 round longer, once you get improved tech and background singer you will be spaming songs every single round including the SP healing song.

And these are not the most insane things you can do. SO ya 100 points is fine and it's just a question of combo knowledge.

Ps: Don't star skills, it's tempting but not worth it. Instead just max out the core attributes you need to get into the T2 classes ASAP, rouges can become monks at level 1 with cheaper traits but with the set up I listed they can become monks at level 3 if you set their required stats to 6 and don't get unlucky at level ups.
Last edited by Kasa; May 3, 2024 @ 1:13am
buchecker May 3, 2024 @ 2:02am 
Originally posted by Kasa:
Sadist + Huge + Manacore - Monk, level them to 10 str then farm the forest maps for the arm wrestling.

You will get a monk with 200% str growth that will regen mana each round allowing you to spam Flurry of fists + A stance + martial art moves.

Mana core isnt nearly enough to allow you to spam anything. FoF + Stance alone cost you 20 SP which means you need 200 base and that does not cover skill expenses. Plus fights dont even last that long, that you would expend a high SP pool. Take another str trait instead and use Quick Hands to chug a mana potion if you run out. Skill Points are much less valuable than good traits.
Kasa May 3, 2024 @ 7:07am 
Mana Core is to extend how long you CAN spam your abilities before needing to drink a potion or have a bard restore SP.

My monk has 212 SP, so that's 21 SP a turn with mana core and strength growth of 215% due to :

Sadist, Huge, Arm-wrestling, First Disciple.

Besides the point of the post was that 100 points is more then enough to make broken characters.

The minuta of the optimal build is theory crafting. Though for the record you are not wrong that another str trait over Mana core is also good.
Last edited by Kasa; May 3, 2024 @ 7:10am
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Date Posted: May 1, 2024 @ 3:58pm
Posts: 21