The Iron Oath

The Iron Oath

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The Iron Oath Complete Guide | V0.3 [LEGACY]
Autorstwa: ZoorinDWalade
The Iron Oath is a newly launched game for Early Access with a lot of potential for it in the future. The game is new territory and no guides exist for it yet, which I have come out to help you with. The Iron Oath is tactical and difficult, but with the right guide, you will survive the blighted land and defeat the Scourge.

This guide will cover basic information across every aspect of the game, if you wish for a more detailed description of a specific topic then leave some comments on this guide on what I should prioritize. There isn't a lot of tips and tricks in this guide yet, I will prioritize strategies if requested. This guide will contain spoilers so if you wish to complete the game first through a blind playthrough then you absolutely should as the game is amazing when experienced that way.

This guide will update and change based on community feedback and whenever new patches for the game comes out. I am only one man working on this project, I am bound to miss something, or be slow when updating the guide. Please be cautious when following this guide as no dominating strategies or metas have been found, the best strategy for right now is to play intelligently.
   
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General Overview

Classes
Guardian

Guardian Ability Trees

Pugilist

Pugilist Ability Trees

Pyrolancer

Pyrolancer Ability Trees

Stormcaller

Stormcaller Ability Trees

Valkyrie


Valkyrie Ability Trees

Huntress


Huntess Ability Tree
Enemies
Hoarwulf

Adult Hoarwulf


Young Hoarwulf


Mercenary

Adventurer


Assassin


Vanguard Soldier


Warhound


House

House Bannerman


House Grenadier


House Skirmisher


House Knight


Outlaw

Outlaw Backstabber


Outlaw Bladedancer


Outlaw Enforcer


Outlaw Marksman


Outlaw Scout


Risen

Risen Familiar


Risen Ghoul


Skeleton

Skeleton


Skeleton Archer


Skeleton Brute


Spectral

Spectral Reaper


Spectral Soulpiercer


Spectral Weeper


Nullbeast

Necrocat


Nullbeast Disrupter


Nullbeast Stalker


Charion

Mature Charion


Charion Broodling


Wealdere

Buck Wealdere


Doe Wealdere


Brightmare

Brightmare Cub


Brightmare Hunter


Blighted

Blighted Hulk


Blighted Wretch


Demon

Temptress


Dreadknight


Anguished


Flayer
Bosses
Wealdere

Ancient Wealdere


Mercenary

Bounty Hunter


Mercenary Archer


Mercenary Swordsman


Warlord


Brightmare

Brightmare King


Charion

Charion Behemoth


Hoarwulf

Dire Hoarwulf


House

House Commander


Nullbeast

Nullbeast Prime


Outlaw

Outlaw Chief


Risen

Risen General


Risen Scourge


Demon

Death Lord


Tormentor


Skeleton

Ritualist


Spectral

Soul Conjurer
Houses
Frosborn
"A noble House of Caelum"

Harthvalr
"A noble House of Caelum"

Jorsten
"The noble House of Jorsten began with Jorun Jorsten, a Nurren Chieftain during the Dark Age. The Jorstens ruled the Northern Hold for centuries as a vassal to the Kingdom of Caelum, but eventually rebelled and gained independence for the Northern Hold."

Stoneshield
"A noble House of Caelum"

Felsgrave
"A noble House of Caelum"

Kathir
"A noble House of Caelum"

Athira
"House Athira is a proud family with ancient roots in Caelum, supposedly dating back to the time of Tian in the Dark Age. Their staunch belief in the Elder Gods led to the Midland-Westmire War, and they still harbor a grudge against House Talyron over the defeat."

Turren
"A noble House of Caelum"

Oaken
"A noble House of Caelum"

Talyron
"House Talyron rose to power sometime during the Dark Age, where they reigned over the now-defunct Kingdom of Caelum. They were overthrown in the year 50, but due to the events that followed - and the effects of the Red Plague - Nerris Talyron was able to regain their seat in Solace and rule over Midland."

Nerathen
"A noble House of Caelum"

Mallus
"A noble House of Caelum"

Ironcaste
"A noble House of Caelum"

Sandfury
"A noble House of Caelum"

Volaros
"The Noble House of Volaros began with Nasos Volaros, whose actions sparked The Reclamation, an uprising that wrested control of the Redlands away from foreign invaders, placing it back into Tyrosene hands. In the year 58, he was unanimously selected to rule the region by his peers."

Grym
"A noble House of Caelum"

Durnwal
"A noble House of Caelum"

Rothwyke
"A noble House of Caelum"

Gallaster
"A noble House of Caelum"

Zahiir
"A noble House of Caelum"

Marconis
"A noble House of Caelum"

Raynel
"A noble House of Caelum"
Kingdom Northernhold
Haestenhold

"The foundation of Haestenhold is attributed to Raedulf Haevir, who is said to have been the finest blacksmith that Caelum ever saw. Haestenhold has seen much conflict over the years, particularly during the Northern Revolution, and the events that followed the Cleansing of Dragate."

Kingdom: "NorthernHold"
Resources: ["Stone"]
ExcludedEvents: ["SandStorm"]

Jorhurst

"As the capital of the Northern Hold, Jorhurst was one of the first settlements of the Nurren people during the Dark Age. Legend says that King Tian once visited the city, besting Chieftain Jorun Jorsten in a friendly duel, an outcome that earned him the respect and fealty of the Nurren people."

Kingdom: "NorthernHold"
Resources: ["Furs", "Meat"]
ExcludedEvents: ["SandStorm"]

Wealden

"Following the Nurren Wars, Wealden was founded by the last of the Nurren tribes after they surrendered to Olaf Jorsten, the first King of the Northern Hold. Following a dragon attack during a recent Scourge, contact with Wealden was severed, and its status is currently unknown."

Kingdom: "NorthernHold"
Resources: ["Furs"]
ExcludedEvents: ["SandStorm"]

Raynelheim

"Established in the Dark Age by Midian noblemen, the city of Raynelheim is now Nurren-occupied, having been conquered during the Northern Revolution. It is a bustling trade hub for merchants from neighboring regions."

Kingdom: "NorthernHold"
Resources: ["Ale"]
ExcludedEvents: ["SandStorm", "Blizzard"]

Vanguard Keep

Kingdom Midland
Solace

"Following the Exodus, Tian was said to have united many of the survivors, leading them south where he founded the city of Solace, and subsequently the Kingdom of Caelum. It remained the Kingdom's capital until the Wars of Dissolution dissolved the once-great Kingdom, and it now serves as the capital of Midland."

Kingdom: "Midland"
Resources: ["Stone", "Iron"]
ExcludedEvents: ["SandStorm", "Blizzard"]

Terham

"Stories claim that Terham was founded by Teron the Tall, a giant of a man who fought under Tian's command during the Exodus. Sadly, his life was cut short by an ill-fated venture into the Sundered Hollows. During the Midland Civil War, the Merchants Guild of Terham played an instrumental role in securing King Nerris' victory."

Kingdom: "Midland"
Resources: ["Medicine"]
ExcludedEvents: ["SandStorm", "Blizzard"]

Adnilon

"According to legend, the city of Andilon was founded by Andil 'The Axe'. His line ruled over the city until the Midland Civil War, where Edic Andilon died in battle alongside his sons, fighting under the banner of Nerris Talyron."

Kingdom: "Midland"
Resources: ["Wood"]
ExcludedEvents: ["SandStorm", "Blizzard"]

Turrenhold

"Founded by House Turren in the Dark Age, Turrenhold is a major grain supplier to much of Caelum. The city changed hands during the Midland Civil War after Dedrick Turren failed in his attempt to overthrow Nerris Talyron, who had declared himself the King of Caelum."

Kingdom: "Midland"
Resources: ["Grain"]
ExcludedEvents: ["SandStorm", "Blizzard"]

Circle of the Magi

Kingdom Westmire
Athirton

"Athirton is the capital of Westmire and the ancestral home to House Athira, whose line supposedly dates back to the Dark Age during the reign of King Tian."

Kingdom: "Westmire"
Resources: ["Grain","Cloth"]
ExcludedEvents: ["SandStorm", "Blizzard"]

Shepfeld

"Though its founding date is unknown, Shepfeld has long been home to many farmers and shepherds, playing a vital role in Westmire's economy. During the Midland-Westmire War, it was briefly occupied by King Nerris Talyron's forces, though control was promptly given back after Dalfrid Athira surrendered on behalf of Westmire."

Kingdom: "Westmire"
Resources: ["Meat"]
ExcludedEvents: ["SandStorm", "Blizzard"]

Graveswood

"Founded in the Dark Age as a logging settlement, Graveswood soon grew into a full-fledged city due to its exports of high-quality timber throughout Caelum. During the Westmire Religious War, the Lord of Graveswood - Makor Felsgrave - rebelled against Dalfrid Athira, losing his life and ending his lineage."

Kingdom: "Westmire"
Resources: ["Wood"]
ExcludedEvents: ["SandStorm", "Blizzard"]
Kingdom Redlands
Eyros

"Neighboring Tyr, Eyros was established shortly after the Redland's Capital, the exact date remaining unknown. It is the birthplace of Isidor Ironcaste, a legendary figure who helped free the city from the grip of foreign invaders that arrived during the First Cleansing."

Kingdom: "Redlands"
Resources: ["Salt"]
ExcludedEvents: ["Blizzard"]

Kashaat

"Bordering The Wastes, Kashaat is said to have been the origin of the Tyrosene plague that claimed nearly half of the region's population. This event birthed the Tyrosene's unique burial methods, as giant pyramids became mass graves for their diseased dead."

Kingdom: "Redlands"
Resources: ["Fish"]
ExcludedEvents: ["Blizzard"]

Talayse

"Founded in the late Dark Age, Talayse was the site of first contact between the Tyrosene and the rest of Caelum, at which time they were introduced to the Common Script by their Midian counterparts. Though it remains a small city, many travelers come to Talayse for a taste of their exquisite wines."

Kingdom: "Redlands"
Resources: ["Wine"]
ExcludedEvents: ["Blizzard"]

Tyr

"Tyr is the capital of the Redlands and the first city established by the Tyrosene when they arrived in Caelum. After the First Cleansing, the uprising of the Tyrosene against their foreign captors began in Tyr, led by Nasos Volaros. Following The Reclamation, he was named King of the Redlands."

Kingdom: "Redlands"
Resources: ["Iron", "Spice"]
ExcludedEvents: ["Blizzard"]

Pyramid of the Divine
Religions
Vismyr the Allmaker

Divines

Ascended

Elder Gods
World Events
House Tensions
"State of tension between Houses under which Plots can occur. War is likely to occur from this state but is not guaranteed."

Resource Dispute
"A disputed resource node between 2 neighboring Counties."

Kingdom War
"A large scale war between Royal Houses (King + Vassals vs King + Vassals)."

House War
"A war between Major Houses (Lord vs Lord)."

Rebellion
"A Vassal rebellion against their Liege (Lord vs King)."

Succession
"The death of a ruler occurs, and their heir takes their place."

City Rebuilt
"A city has been rebuilt. It may take some time before it reaches its former status, but for now a slow trickle of civilians are returning in search of new opportunities."

The Scourge Begins
"Days are growing darker and more Voidspawn than usual are starting to appear. It seems the next Scourge is about to begin."

The Scourge
"With the arrival of the dragon, the Scourge is upon us. Civilians remain sheltered in their homes hoping the dragon passes them by, while local forces and the Vanguard work to fend off the Voidspawn hordes that follow in its wake."

End Of The Scourge
"The dragon has departed the realm, but reports of Voidspawn attacks are still coming in. It will be some time before things return to normal."

Civilian Unrest
"Civilians aren't fond of their ruler due to their Culture, Religion, Laws or War status. Can lead to Revolts."

Revolt
"Civilians have revolted against their ruler, if successful, a new House will be appointed to rule."

Failed Revolution
"Civilians have exhausted much of their resources in a failed revolution that cost the lives of many. The ruler has increased the presence of guards to curb any further acts of violence."
Town Events
Festival


Food Shortage


Gem Riches


Heavy Storm


Noble Feast


Plague


Sandstorm


Undead Presence


Void Breach


Wildlife Presence


Wraiths and Demons Present


Bandit Presence


Blizzard

Dungeon POIs
Battle


Boss


Chest


Mission


Random Event


Entrance/Exit
Hazards
Deadzone

Effects vary from different enemies, usually disables Abilities to whoever is stepping on it, or Restraining adjacent units, or lowers unit morale when stepping on it.

Destroyable Cover

Receive half damage while hiding behind, but can be destroyed.

Fire

Applies the Burn condition when stepped on.

Full Cover

Cannot be attacked while hiding behind.

Half Cover

Receive half damage while hiding behind.

Pit

Take damage when knocked into.

Pyrolancer Trap

Stunned when stepped on.

Tall Grass

Immune to opportunity attack and attacks are less accurate while hiding in.

Wooden Planks

Can be stepped on but broken if knocked into, reveals Pit.

Ice Pit

Can be stepped on but breaks after being stepped on three times, reveals Pit.

Water

Applies the Wet condition when stepped on.

Coffin

Spawns Undead enemy when broken.

Ice

Applies the Slow condition when stepped on.

Trap

Reduces movement speed to 0 when stepped on.

Tar Pit

Lights on fire when attacked by a fire attack.

Mushrooms

When attacked, applies the Frightened condition to adjacent units.

Grenade

Deals damage to adjacent units after 1 turn as passed.
Time
Deadly Traps

Traps deal double damage.

Misplaced Provisions

You randomly lose one or two items.

Lost Time

Time meter builds up faster.

Injury Prone

Injuries are more punishing.

Not on Lookout

Higher chance of being ambushed while camping.

Heavy Eyes

Cannot have lookouts while camping.

Enemy Preparations

Higher chance of being ambushed while entering combat.

Break

Nothing Happens.

The Dead Walk

All Enemy Encounters respawn
Weapons
Default Weapons

Default Bow


Default Fists


Default Wand


Default Polearm


Default Sword


Common Weapons

Adventurer's Sword


Cloth Wraps


Decorative Wand


Pitchfork


Traveler's Staff


Hunting Bow


Rare Weapons

Boar Spear


Leather Cestus


Longbow


Shortsword


Tribal Staff


Bone Wand


Epic Weapons

Falchion


Recurve Bow


Charion Scale Gauntlets


Pike


Adept's Wand


Initiate Staff


Pristine Weapons

Mirian Composite Bow


Winged Spear


Tyroscene Scimitar


Iron Cestus


Masterwork Weapons

Grandmaster's Staff


Halberd


Knightly Sword
Armors
Common Armor

Boiled Leather


Cloth Vest


Iron Lamellar


Rare Armor

Coat of Plates


Hide Coat


Leather Scale


Epic Armor

Leather Lamellar


Thick Vest


Brigandine


Pristine Armor

Iron Scale


Padded Leather


Masterwork Armor

Full Plate


Shields

Buckler


Rotella


Nurren Round Shield


Kite Shield
Items
Crafting Items

Scrap


Cloth


Pelts


Food Items

Ale


Grain


Meat


Wine


Salt


Fish


Consumable Items

Weak Ale


Small Health Potion


Antidote


Bandage


Tools


Strong Ale


Miscellaneous Items

Medicine


Haorwulf Tail


Missing Ring


Deadman's Ore


Nullbeast Teeth
Injuries
Skull
Chance to lose turn when hit.

Left Eye
Reduced Accuracy, Evasion, and Perception.

Right Eye
Reduced Accuracy, Evasion, and Perception.

Left Ear
Higher chance to be ambushed, lower Perception, and chance for turn to be skipped.

Right Ear
Higher chance to be ambushed, lower Perception, and chance for turn to be skipped.

Nose
Lose Speed every couple rounds and cannot Sprint.

Jaw
Heavily Reduced Charisma.

Neck
Receive heavily increased Damage from attacks.

Concussion
Abilities deal heavily reduced Damage.

Elbow
Critical Hit Chance is heavily reduced.

Hand
Critical Hit Damage is heavily reduced.

Shoulder
Sustain a heavy amount of damage even when blocking.

Forearm
Melee attacks deal significantly reduced damage.

Rib Cage
Reduced Speed and take damage when Sprinting.

Collar Bone
Receive less healing.

Spine
All Stats are significantly decreased.

Heart
All Stats are significantly decreased.

Groin
Unable to Sprint. Enemies have higher chance to land a Critical Hit.

Sternum
Receive significantly more damage from attacks.

Ankle
Significantly reduced Dodge chance and decreased Movement and Sprint.

Knee
Heavily reduced Speed and Moving ends your turn.

Thigh
Become staggered after moving. Decreased Movement and Sprint. Movement Abilities are Disabled.

Hamstring
Unable to Sprint and reduced Movement. Become staggered after moving.

Laceration
Any Combat Action besides Waiting or Guarding applies damage until injury is stabilized by bandages.

Complication
Heavily Reduced Stats.
Mercenary Traits Part 1
Name: "Treacherous",
Description: "Prone to deceipt and resorting to underhanded methods to achieve goals. More willing to participate in plots and commit acts of treason and oathbreaking.",
AttributeEffect: ["Scheming:30"],
ConflictingTraits: ["Honorable"],

Name: "Honorable",
Description: "Strong sense of duty, loyalty and justice. Will rarely stoop to levels such as plotting, treason or oathbreaking unless justified (such as liege being a murderer). Is considered moral and fair, siding with what is expected of the law and faith.",
AttributeEffect: ["Diplomacy:30"],
ConflictingTraits: ["Treacherous","SelfPreserving","Tyrant"],

Name: "Self-Preserving",
Description: "If it comes to it, they will put their well-being above their loyalty, honor and faith. Less likely to involve themselves in the matters of others unless their own status is at risk.",
AttributeEffect: ["Scheming:10", "Diplomacy:-10", "Devotion:-10"],
ConflictingTraits: ["Honorable"],

Name: "Militant",
Description: "Won't back down from a fight and is well prepared for them by spending more than the norm on military funding",
AttributeEffect: ["Warfare:30", "Diplomacy:-10", "Governance:-10"],
ConflictingTraits: ["Pacifist"],

Name: "Pacifist",
Description: "Tries to avoid combat and seeks diplomatic resolutions. Does not spend as much on militay funding, sometimes leaving them sometimes ill-prepared for war",
AttributeEffect: ["Warfare:-30","Diplomacy:10","Governance:10"],
ConflictingTraits: ["Militant","Tyrant"],

Name: "Submissive",
Description: "A weak minded individual who seeks to please others and readily gives in to demands to avoid conflict.",
AttributeEffect: ["Diplomacy:-20","Devotion:-20"],
ConflictingTraits: ["Stubborn","OpenMinded","Tyrant"],

Name: "Open-Minded",
Description: "Holds an open mind on political and spiritual matters that are brought to their attention, much to the appreciation of nobles.",
AttributeEffect: ["Diplomacy:20","Devotion:-1"],
ConflictingTraits: ["Stubborn","Submissive","Tyrant"],

Name: "Stubborn",
Description: "Stubborn and set in their ways both politically and spiritually. Unlikely to yield to demands even if it leads to war.",
AttributeEffect: ["Diplomacy:-1","Devotion:10"],
ConflictingTraits: ["Submissive","OpenMinded"],

Name: "Cautious",
Description: "Is patient and cautious, taking time to make important decisions, and requiring more assurance of success before taking risky actions such as war(eg, wants more troops than a normal ruler would)",
AttributeEffect: ["Governance:20","Warfare:-10"],
ConflictingTraits: ["Rash"],

Name: "Rash",
Description: "Often acts too quickly on impulse and emotion, leading to decisions which may not be the best course of action(eg, may declare war with fewer troops than a normal ruler would).",
AttributeEffect: ["Governance:-20","Warfare:10"],
ConflictingTraits: ["Cautious"],

Name: "Ambitious",
Description: "Has aspirations to climb the ranks of nobility and will take risks to do so.",
AttributeEffect: ["Scheming:20","Governance:10","Devotion:10"],
ConflictingTraits: ["Content"],

Name: "Content",
Description: "Content with their current situation, holding no desire to raise their status or take risks that would jeopardize it.",
AttributeEffect: ["Scheming:-20","Governance:-10","Devotion:-10"],
ConflictingTraits: ["Ambitious","Tyrant"],

Name: "Thrifty",
Description: "Doesn't spend money unless absolutely necessary, sometimes to the detriment of relations with peasants or vassals.",
AttributeEffect: ["Governance:10","Warfare:-10","Diplomacy:-10"],
ConflictingTraits: ["Extravagant"],

Name: "Extravagant",
Description: "Isn't afraid to throw their wealth around to show their appreciation, which can please peasants and vassals",
AttributeEffect: ["Governance:-10","Warfare:10","Diplomacy:10"],
ConflictingTraits: ["Thrifty","Greedy"],

Name: "Greedy",
Description: "Their actions are driven by a hunger for wealth and power(sometimes to their detriment) and are unlikely to relinquish any of their own.",
AttributeEffect: ["Governance:15","Scheming:10"],
ConflictingTraits: ["Extravagant"],

Name: "Diligent",
Description: "Attentive to their own affairs. Works hard to see to their peoples needs and get the most out of their holdings, which generate more wealth. Earns respect from citizens and vassals.",
AttributeEffect: ["Governance:30","Diplomacy:10","Warfare:10"],
ConflictingTraits: ["Negligent"],

Name: "Negligent",
Description: "Is a poor financier and governor who does not pay enough attention to their affairs. Holdings generate less wealth. Loses respect from citizens and vassals.",
AttributeEffect: ["Governance:-30","Diplomacy:10","Warfare:10"],
ConflictingTraits: ["Diligent"],

Name: "Battlefield Leader",
Description: "A skilled warrior that leads by example on the battlefield, increasing the effectiveness of his or her armies while earning their respect and admiration from citizens.",
AttributeEffect: ["Warfare:20"],
ConflictingTraits: [],

Name: "Prodigy",
Description: "A ruler with no equal that boasts extreme talent in all aspects of life. Their like will never be seen again.",
AttributeEffect: ["Diplomacy:30","Governance:30","Warfare:30","Scheming:30"],
ConflictingTraits: ["TacticallyInept","Negligent","Submissive"],

Name: "Strategist",
Description: "They posses a deep knowledge of warfare and tend to be one step ahead of their opponents.",
AttributeEffect: ["Warfare:30"],
ConflictingTraits: ["TacticallyInept"],

Name: "Tactically Inept",
Description: "Lacks expertise on the finer points of military strategy, with their orders often leading to crushing defeats",
AttributeEffect: ["Warfare:-30"],
ConflictingTraits: ["Strategist"],

Name: "Skeptic",
Description: "Suspicious of others intentions which leads to difficulty in forming friendships and alliances, but they are more able to discover and foil plots against their person.",
AttributeEffect: ["Scheming:20","Diplomacy:-10","Devotion:-10"],
ConflictingTraits: ["Optimist"],

Name: "Optimist",
Description: "Sees the good in everyone, but can sometimes misplace their trust and be taken advantage of, making it difficult to discover and foil plots against their person.",
AttributeEffect: ["Scheming:-20","Diplomacy:10","Devotion:10"],
ConflictingTraits: ["Skeptic"],

Name: "Harsh",
Description: "Offers no second chances to those who betray them and delivers harsh punishments, earning a negative reputation from citizens and nobles alike.",
AttributeEffect: ["Diplomacy:-20","Warfare:10"],
ConflictingTraits: ["Merciful"],

Name: "Merciful",
Description: "Is kind-natured and exercises leniency on those who make mistakes, earning a positive reputation from citizens and nobles alike.",
AttributeEffect: ["Diplomacy:20","Warfare:-10"],
ConflictingTraits: ["Harsh","Tyrant"],

Name: "Charismatic",
Description: "Well-liked by the general public and has no trouble finding friends and followers in whatever venture they pursue.",
AttributeEffect: ["Diplomacy:20"],
ConflictingTraits: ["Repulsive"],

Name: "Repulsive",
Description: "By all accounts is considered a despicable person in both looks and personality. Few are willing to follow their lead.",
AttributeEffect: ["Diplomacy:-20"],
ConflictingTraits: ["Charismatic"],

Name: "Proud",
Description: "Proud of their status, culture and religion which can often lead to their involvement in otherwise avoidable conflicts. They have an unwillingness to yield to demands, surrender, or ask for help.",
AttributeEffect: ["Devotion:30"],
ConflictingTraits: [],
Mercenary Traits Part 2
Name: "Modest",
Description: "Does not hold an immense pride over nor boast about their status, culture or religion, decreasing the likelihood of involving themselves in religious or cultural conflict. They are not afraid to ask for help, and are more willing to surrender or yield to demands when necessary.",
AttributeEffect: ["Devotion:-30"],
ConflictingTraits: [],

Name: "Tyrant",
Description: "Tyrants have no care for public opinion and believe themselves to be above the law and faith. Their actions are driven by a thirst for power and control, and they will stop at nothing to attain both.",
AttributeEffect: ["Diplomacy:-10","Governance:-10","Warfare:20","Scheming:20"],
ConflictingTraits: ["Honorable","Pacifist","Submissive","Merciful","Content","OpenMinded"],

Name: "Insane",
Description: "Is no longer of sound mind and deemed unfit to rule by many. Their erratic decisions can often lead to chaos within their realm.",
AttributeEffect: ["Diplomacy:-20","Diplomacy:-20","Scheming:10"],

Name: "Sickly",
Description: "Their body is diseased and frail: unable to keep up with daily life for much longer, let alone manage their House's affairs. Automatically applied when they turn 70-80yrs old? Unable to Declare War or Plot against another Ruler.",
AttributeEffect: ["Diplomacy:-10","Governance:-10","Warfare:-10","Scheming:-10"],
ConflictingTraits: ["Fit"],

Name: "Wounded",
Description: "Though it earned them great respect, combat has taken its toll on their body, and their wounds have forced them to retire from the field.",
AttributeEffect: ["Warfare:-10"],
ConflictingTraits: ["Fit"],

Name: "Fit",
Description: "Is in excellent health both mentally and physically, with many long years likely ahead of them.",
AttributeEffect: [],
ConflictingTraits: ["Sickly","Wounded","Insane"],

Name: "Fertile",
Description: "Likely to produce many heirs.",
AttributeEffect: [],
ConflictingTraits: ["Infertile"],

Name: "Infertile",
Description: "Incapable of producing an heir.",
AttributeEffect: [],
ConflictingTraits: ["Fertile"],

Name: "Illegitimate Child",
Description: "Born out of wedlock and never legitimized, they do not stand in the line of succession. However in the absence of worthy candidates, they may still lay claim to their parents titles.",
AttributeEffect: [],
ConflictingTraits: [],

Name: "Revered",
Description: "Their rule ushered in an era of prosperity and stability, and is looked upon with great admiration by their citizens.",
AttributeEffect: ["Diplomacy:20","Governance:20"],
ConflictingTraits: ["Tyrant","Negligent","Repulsive","Insane"],

Name: "Martyr",
Description: "Displaying tremendous religious devotion in their life, their death has become a rallying point for those of the same faith.",
AttributeEffect: [],
ConflictingTraits: [],
Beginner's Walkthrough Guide
The Beginner's Guide will hopefully guide you through the gameplay and story of the game, think of this chapter of the Complete Guide as the walkthrough guide or playthrough tips. If you follow these strategies and gameplay tips then you'll easily finish the game on any difficulty!

Here is a very mediocre youtube guide to The Iron Oath if you are a visual learner:

Simple Walkthrough Guide

When playing on an easier difficulty, you should immediately fill up every roster slot you can since building up levels and xp is essentially. On higher difficulties, build your roster slower, only buying one mercenary at a time. Accept and complete every contract work you can in the starting towns, save your gold for equipment and shop items until the late game. When in combat, as long as you play intelligently, you shouldn't have to worry. Playing as aggressive as possible is the better strategy, the stage is pretty small so you don't have room to play defensively. Additionally you can't see where the enemy can move or attack so you can't plan ahead. Remember to have everyone equally level and to never use a fatigued unit twice in a row. Target the weaker enemies unless you have one-shot options like Stormcaller or Pugilist. When in dungeons remember to scout every 3 or 4 tiles after completing a combat encounter as most likely one is just around the corner and you never want to be ambushed, especially on harder difficulties. Enemies will become more varied and more powerful as time goes on, so if you are struggling on progression then you might as well strap in for the long-haul or just keel over. Bosses are your biggest threat early game as they are set at a certain level regardless of the level your at in the story and only get stronger as time progresses. Once you max out your relationship with a certain town or region, head over to a neighboring one and start completing the quests over there. If you ever need to start buying equipment, buy it from a town with the highest relationship as you'll get discounts towards items and get a lot more money back from selling items. Wait before selling items as certain world events will make certain items more valuable in different towns.
Complete Guide Version Updates
Version 0.3
  • Properly Organized Enemy and Boss types
  • Added Missing Enemies and Bosses
  • Removed Opinionated Tier List (Didn't Feel Professional)

Version 0.2
  • Separated Cities and Towns into Kingdoms
  • Added House, World Event, and Trait Sections
  • Added Template for Religion and Injury Sections
  • Add House, Kingdom, and City Codex Information
  • Added Global Event Information

Version 0.1
  • Added All Basic Information
Komentarzy: 3
aristeros 20 stycznia o 9:16 
This is clearly still in progress. In my mind, that's okay. Hope the author continues to work on it, and this looks to me like a decent framework--not a lot of time in game yet, so take that with a grain of salt. Thanks for what's here so far.
Demiurge 22 listopada 2023 o 23:23 
@dragon gaming, why would you want to?
Dragon Gaming 19 czerwca 2023 o 15:10 
Random question: Is there an option to turn off blood/gore?