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Here is what I came up with so far:
1) Medics (Medics and Scholars - and very occasionally the odd Sage or Witch with unusually high Medic skill):
[Two of these guys needed per Expedition, and I am focusing on getting Medic skill up as high as possible; but sometimes I will pick up a Diamond Ring to get both Concentration and Clear Mind in one fell swoop.]
Jewelry: Blood Drop (Ruby/Ruby or Ruby/Ancient Wood), Diamond Ring (Diamond/Ruby), Mountain Heart Amulet (Mithril/Ruby); Tree Praying Necklace (Ancient Wood/Ruby)
Amulet: Root of Life (Ancient Wood/a lot of different secondary ingredients)
2) Pure Fighters (Warriors, all Elves, all Dwarves, Orc Fighter, some high-end demons like Halas and maybe Poludnicas - of course, lame rear-end Warriors do not get Jewelry slots):
[These guys mainly do damage - not tank - as damage is more efficient the harder the enemy; but I may also give them some armor/shielding in case they need to survive a giant or dragon hit. I could also supplement them with some Magic, so they are not literally sitting around during Hex Challenges.]
Jewelry: Dragon Signet (Dragon Bone/Dragon Bone), Tree Praying Necklace (Ancient Wood/Ancient Wood), Metal Ring (Iron/a lot of different secondary ingredients - Iron also works as secondary igredient as well)
Amulet: Dragonskin Belt (Dragonbone/Mithril), Lucky Button (Wood/Mithril), Watchful Raven (Mithril/a lot of different seconary ingredients)
3) Hexers (Sages/Witches, Scholars, and some Demons):
Jewelry: Diamond Ring (Diamond/Ancient Wood), Silver Brooche (Silver/Ancient Wood), Arcane Necklace (Enchanted Bone/Ancient Wood), Tear of the Nymph (Dryad Wood/Ancient Wood)
Amulet: Diamond Eye (Diamond/a lot of different secondary ingredients)
4) Socialites (Craftsmen and Inventors):
Jewelry: Diamond Ring (Diamond/Ancient Wood), Gold Signet (Gold/Ancient Wood), Dark Pendant (Dark Wood/Ancient Wood), Dragon Signet (Dagon Bone/Ancient Wood), Silver Brooche (Silver/Diamond)
Amulet: Diamond Eye (Diamond/a lot of different secondary ingredients), Reed Flute (Dryad Wood/Mithril)
5) Sneakers (Hunters and Elves mainly but I can divert some Craftsmen and Inventors from socializing to sneaking):
Jewelry: Sundrop Earring (Topaz/Silver or Topaz/Enchanted Bones), Tear of the Nymph (Dryad Wood/Enchanted Bone or Dryad Wood/Silver), Mountain Heart Amulet (Mithril/Enchanted Bone or Mithril/Silver), Silver Brooch (Silver/Enchanted Bone)
Amulet: Glove of an Assassin (Steel/Mithril), Horn of a Beast (Monster Bone/a lot of secondary ingredients)
6) Gatherers (Gatherers):
[These guys are my last priority, and most of them should just be sitting home and cultivating Blessed Paths tracts mid-game onward; so they just keep the Small Amber Charms mostly. But if I can spare more hardcore luxury resources for them, then I guess I could give them more tanking gear so they survive better or can shielding support the weaker characters that end up in the Offense stack; I guess I could also supplement them with some Magic, so they are not literally sitting around during Hex Challenges.]
Jewelry: Small Amber Charm [Amber/Amber], Tree Praying Necklace (Ancient Wood/Ancient Wood), Metal Ring (Iron/a lot of different secondary ingredients - Iron also works as a secondary igredient as well)
Amulet: Lucky Button (Wood, Mithril), Watchful Raven (Mithril/a lot of different seconary ingredients)
http://muhagames.com/thea/jewelry/
Learn how to navigate it, and it will really help you in-game by preventing you from wasting time with experimentation.
The ingredient = output is not out of date. The stats are slightly but not by much.
For example, it is not uncommon to emphasize amber + amber charms in the early game, in parallel with the production of gathering tools, to rapidly increase gathering ability. On the other hand, if you feel that you already have enough gathering ability (maybe you're playing Mokosh with a gatherer start and have nearby sources of wicker and spidersilk, or some other combination), this may be less important.
As another example, if you're looking to fullfill requirements to enable hex challenges, ancient wood + ancient wood jewelry provide +3 magic each. If you already have (or will have) sufficient magic from other sources (whether from classes or other items such as spectra kite shields) to trigger hex challenges and you want to increase your effectiveness in such challenges, then the various other jewelry that provide divination, sixth sense, and/or concentration might be more useful.
Dryad wood + ancient wood gets you +5 backstab +5 sixth sense +1 attractiveness +2 magic. Which is quite a nice set of bonuses for many challanges.
Yes, every Gatherer, at the least, should be equipped with Amber Charms early in the game - as the ingredients are plentiful.
What about Sneak, given that Sneak is the only non-Fight Challenge available for Giants, and Giants are the most difficult opponents?
Also, by turn 150, you should be able to defeat any non-Giant encounters with Fight Challenges as well (but with a proviso I've only played up till Warlord difficulty on the enemy stack counter).
As far as Sneaking Giants, I already mentioned in the other thread that I would probably bring most of the village for that, and also refit the homebodies with some cheap +dex armors/artifacts, maybe even make a few Sneak jewelries if I still felt lacking. It doesn't matter if you are doing 12 max, the extra bodies still replace the casualties for later rounds.