The Guild 3

The Guild 3

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Eldrin Jun 15, 2022 @ 10:23am
Anyone figure out attributes?
It gives a vague description but not actually what exactly they do or boost. The guild 2 had excellent descriptions here not so much.

I would assume my scholar type of a guy needs INT? But i dont really know what it does and does not boost.
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Showing 1-8 of 8 comments
Steppenrazor Jun 15, 2022 @ 11:27am 
Hover over sub stats under the attributes and it tells you what effects them.
Wulf_Jarlson Jun 16, 2022 @ 11:22am 
I found this useful when I wanted to know the same thing.
https://theguild3.fandom.com/wiki/Skills_and_Abilities
Kevin the Inkling Jun 16, 2022 @ 10:30pm 
The tool tips leave alot to be desired. Also gets complicated figuring out what benifits which workers the most. Especially in jobs where their actions are drastically different from one another. For example the Robber.

The Robber can learn 3 different money making abilities. First they can juggle. Not illegal or even all that shady. Guess gotta earn coin to get your dagger somehow. Common sense. Would say. Get "Entertainment up." Since Juggling is that. Entertainment. Then you unlock Ambushing.

Ah yes actual robbery. So there's a few possible options. 1. The Robber needs to be good at Intimidation that stat is raised by Char and strength. But what about actual combat? I mean your ambushing somebody robbing them at knife point.

Do I go by general theme of the building? What makes sense for individual activities?

Productivity is self explanatory for crafting.. But.. It's listed across the board for all npc's. Also it's not a term that only described Manufacturing. For example the skills that would make a robber productive at his line of work vs say a fisherman are drastically different. Considering how slow leveling is. The unclear nature of which stats do what becomes all the more frustrating.
FalconerHG Jun 17, 2022 @ 12:05am 
I kind of like how it is done (with, as Steppenrazor suggests, hovering over substats). There are many substats, too many to all list in the attribute tooltips. And this way, if you want to know exactly how to boost income from sales, or output efficiency, you look up that substat and hover over it to see what you need to do.
Alharemi Jun 17, 2022 @ 2:32am 
Originally posted by FalconerHG:
I kind of like how it is done (with, as Steppenrazor suggests, hovering over substats). There are many substats, too many to all list in the attribute tooltips. And this way, if you want to know exactly how to boost income from sales, or output efficiency, you look up that substat and hover over it to see what you need to do.

Agree. Still a lot of exploration needed just to understand things like "Is Dex ultimate "must have" for all production workers or not?" or "how workrate speed affects non-production workers like thiefs, guards and co?"
Fajeth Jun 17, 2022 @ 4:01am 
Originally posted by Merku:
The tool tips leave alot to be desired. Also gets complicated figuring out what benifits which workers the most. Especially in jobs where their actions are drastically different from one another. For example the Robber.

The Robber can learn 3 different money making abilities. First they can juggle. Not illegal or even all that shady. Guess gotta earn coin to get your dagger somehow. Common sense. Would say. Get "Entertainment up." Since Juggling is that. Entertainment. Then you unlock Ambushing.

Ah yes actual robbery. So there's a few possible options. 1. The Robber needs to be good at Intimidation that stat is raised by Char and strength. But what about actual combat? I mean your ambushing somebody robbing them at knife point.

Do I go by general theme of the building? What makes sense for individual activities?

Productivity is self explanatory for crafting.. But.. It's listed across the board for all npc's. Also it's not a term that only described Manufacturing. For example the skills that would make a robber productive at his line of work vs say a fisherman are drastically different. Considering how slow leveling is. The unclear nature of which stats do what becomes all the more frustrating.
Thanks. I agree. Maybe it is not so much the system than how it is communicated to the player.
FalconerHG Jun 17, 2022 @ 4:09am 
Oh yeah, I agree. I keep looking for things that I suspect must be there because of having played the previous games but not knowing quite where they went. However, when I do find what I am looking for, I am almost always pleasantly surprised with what the game gives me. Like, I was looking for shop income, and it showed me much more detail and even allowed me to filter by year. Or how much more control we have over storage and production now. Just takes a bit of getting used to. :)
Alharemi Jun 17, 2022 @ 7:35am 
Originally posted by FalconerHG:
Oh yeah, I agree. I keep looking for things that I suspect must be there because of having played the previous games but not knowing quite where they went. However, when I do find what I am looking for, I am almost always pleasantly surprised with what the game gives me. Like, I was looking for shop income, and it showed me much more detail and even allowed me to filter by year. Or how much more control we have over storage and production now. Just takes a bit of getting used to. :)

yep. But just total numbers in "traiding" is a gap. Mayby I just need to buy a limbermill to cut my expences twice... who knows... no info. Just investigation
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Date Posted: Jun 15, 2022 @ 10:23am
Posts: 8