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When I returned to the game, I read Fritz's guide and made some help sheets for my own convenience. I will share with you:
https://imgur.com/a/dkNNsKj
Fatigue and Initiative values after all equip dressed.
In parentheses are the basic values that will be increased by a shield or fortified mind.
Oh, and don't pay attention to several weapon mastery, choose one)
The final stats are slightly inflated, only the best backgrounds can reach them, but you understand the main direction )
I suggest also to review Fritz's guide for understanding each role, then it will be clearer
https://steamcommunity.com/sharedfiles/filedetails/?id=1185230449&searchtext=Fritz
p.s. I'm not the most experienced player, but it helps me to play a veteran difficulty
p.s.s Eduard may be a good thief) is a very useful scoundrel, but he must engage last :D
There are only two perks that I take on every bro regardless of build. I always take pathfinder at level 4 for every bro and I always take berserk at level 8 or 9 depending on the build.
My rationale is similar to a moneyball philospophy in oportunity to damage the enemy. Pathfinder get you into position to hit the enemy (melee or ranged) more than any other perk. Snow, forest and swamps are nice, but the real advantage is hills. Having an archer step down and then step up (2 hexes total) and still be able to fire a shot is what I mean about opportunity. This is true for all bros in how it allows a chance at applying damage. Berserk also provides a means for applying damage to the enemy. A 2h sword bro facing a ancient dead phalanx can perform a split attack, maybe hurting or killing the shielded undead (doesn't matter) and killing the pike undead now gets another strike to apply damage to where it is needed in the same turn. Berserk also lessens the need for a high intiative. A heavy armor archer getting up to three shots a turn is better than just two as successive turns play out.
The rest of the perks help with defense or offense per the build you are making.
with your dudes:
Hasso (fatigue companion) is a decent 1h sword + shield bro that will anchor your line until you get better bros later on. Perks in order that I use for this bro are student, colossus, pathfinder, brawny, shield mastery, battle forged, berserk, killing frenzy, sword mastery*, recover, rotation. The asterisk is if he gets really good melee attack rolls you can make him a mace bro, but usually the sword's +10 attack is needed. Also he is not pure offense or defense. He is a starter bro and needs to get you to the point you can hire better backgrounds. Afterwards he becomes a great spot filler after injuries from a big noble battle or orc battle. He will have the fatigue to carry heavy shields and armor to make up using a sword. Funny enough, giving him the lightning sword after the kraken fights really works well.
Robert as the other melee companion is your first 2-hander. Pre-DLC he was an 2h axe bro that started sword and board until around level 6. Post-DLC he can be a 2h hammer bro (modelled after the 2h axe bro with 2h weapons only) or a bill hook bro. Anyways, he just needs to hold out on the front line until you get a 2-hex weapon and then he kills all the things.
This comment was not helpfull at all.