Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
-When leveling up combat skills, the game has into account your offensive melee level and pits it against the enemy's defensive skill. That means that as long as an enemy has higher melee defense than you, the game will consider it stronger than you.
-When training, the best method is to equip heavy armor with heavy penalties as well as a merchant's backpack. Your melee attack will be abysmal but you will level up faster because the game will register your practical melee skill to be a lower level, which lessens the XP penalty.
-If possible, make your training dummies skeletons and give both fighters crappy wakizashis in order to deal as little damage as possible. XP is measured per hit, not per damage dealt.
-The fastest way to level up toughness is to get knocked out and stop playing dead around enemies. You will gain monstruous amounts of XP the more enemies are around you when you get back up.
-To effectively use a weapon at top swinging speed you need x2 the weight value of the weapon in strength. That means that if a weapon weighs 15KG you need 30 strength to use it at optimal speed. The only weapon in the game that cannot be used at optimal speed is the Meitou Fragment axe, to which you would need 124 strength. The lightest blunt weapon in the game is the staff.
-Wells in swamp terrain constantly generate water by themselves. As well, you don't need to water crops in swampy terrain.
-Hivers are completely inmune to acid rain and can swim in acid. Skeletons are 100% inmune to all weather effects.
-Equipping samurai armored pants and crab armor will make that your character has 50% chance to take 0 damage when hit in the stomach.
-play to each race's inherent strengths. all hivers bleed a lot less and need a lot less food. this makes them good as long-range scouts, or for long journeys. just be aware that hiver characters cannot interact with shopkeepers in hive villages. sheks are very durable, with high limb HP, and bleed a little less, but need more food. this makes them great for defending bases or at the core of your army in big battles, but arent as efficient for long-distance journeys. skeletons need no food, hardly bleed at all, and are pretty durable, but in the early game they are VERY expensive to keep healthy. theyre perfect for manning jobs without micromanagement, manning shops in far-away cities, or leaving at your base to keep things running while youre off on an adventure. i wouldnt send them on trips until you can afford to pack repair kits as easily as first aid kits.
-take care when giving your characters large weapons such as sabers, staffs, and of course heavies. most of these require two hands to use, and if one of their arms gets injured, will be forced to use their bare hands. even if they have some levels in martial arts, this will greatly cut down their fighting potential. its best to either use smaller weapons (such as short cleavers or longswords), or have a smaller weapon as a backup (theyll automatically switch to it when they need to). this will ensure they stay fighting longer.
-on the subject of weapons, remember that blunt damange scales off of strength, and cutting damage scales off of dexterity, and this also trains those respective stats! the middle road are cleavers, which do a bit of both, and have good armor penetration on top of it, making it good for fighting humanoid characters.
-when planning your walls and gates, you typically want to sink your gates into your walls, so that the walls on either side angle inwards. this way you can set up crossbows that can actually hit the people trying to knock it down.
- speaking of walls, there are various tricks to put off the AI and delay raids. if your base is self-sustaining and you dont need to make trips for food or supplies, consider building Makeshift Walls around your gates. they can quickly be deconstructed and rebuilt to let people in and out, and blocking off your gates mean that planned raids (which show up in the faction menu) will stop completely a certain distance away, unable to path into your base. if they do manage to get close, theyll still break down the walls, but itll take longer than breaking down just the gates and youll have more time to pick them off with crossbows and turrets.