Posted June 02, 2013
high rated
First i request (again;) that you ignore my (probably) bad english..it's quiet a time i really had to use it :)
but i am training now
Because i was somehow unable to download the manual i decied to wrote some comments to make
start a bit easier for people wich miss the manual to...after i start writing i had to find out...that i can't
keeped my "mouth shout" and started adding toughts/advices^^..and it start growing to be more a
small starter guide then short Quickstartmanual...i hope it will be usefull at least for some people ;)
"Preamble" Creating your SC
The first step is creating your SC..take a deep breath, close your eyes and think carfully how you plan to play...
simply because..you can't change anything later on and a SC that doesn't work together with the party will be a pain.
You have 8 free skillpoints to shape your SC, all Skills have basevalue of 5 and can be reduced down to 1 or raised up to 10.
Tactics: Rolls on tactics are used in battlevents, mostly if the battle allready started(if you're ambushed,...) or is
about to start. Compared to other skills tactics is rarly used...but the consequenses of the rolls make
most the time a important difference...like..starting with 4 Followers- widespread...or 6 Followers
in a circle of defence.
-Every healthy Soldier in your party will add +2
Diplomacy: Used for all kind of Negotiations...from haggling with the merchants over prices for a Trap, getting a
better Reward for the Quest...or make some young, scared tribal warriors surrender..without any need to
shoot them down. Obviously if you plan to be a "real" conquistador...using fire&sword to
haggle&negotiate the usefullness of this skills is greatly reduced.
For some battlerelated situations Leadership is overlapping with Diplomacy.
-Every healthy Scholar will add add +2
Healing: With every added point your party will find a few more Herbs if you gather them while exploring or during
contextual Events, using a bit less medicine while curing the ill/healing the wounded.
The advantage per event is small but accumulate fast.
-Every Doctor in your party will add +2
Survival: With every added point the chance of success for several hunting Events is risen and you will get more
prey from successful hunting. Although some Events seem to have a fixed script for failure/sucsess..like...
having a sucess fishing the first time...and then fail two times... it's still a very usefull skill because
it's taken into account every time you camp. With a good survival skill and some "wild pigs" at the map
you rarly have to buy rations.
-Every Hunter in your party will add +2
Scouting: Every point in scouting will give you're party one movment point additionally scouting is "rolled"
for many "Encounter-Events"...like...did you're party notice the warparty waiting in ambush, are you able to
lay an ambush yourself or retreating without being noticed,...
-The Skill is bugged imo and will reset to 5 points, independent if you raised or lowered it.
-The movmentbonus is small and you're rarly in a hurry...there some timed Quests but they can be done
successfuly without any Points distributed to scouting...scouting has however a big impact at
Encounters...giving you the chance to avoid some of them completely, giving you the chance to prepare
an area with traps..or laying ambushes yourself,...
-surprisingly...every scout in your party will add +2 ;)
Leadership: The score of this skills is equivalent to the max. morale and starting morale value of your followers furthermore the skill is checked for some battle related events like "rally your shaken party", holding a inspireing speech and for some Events...persuading one of your followers...to carry out your orders without losing
morale.
The First half of your debut at Hispanola you will curse yourself if you didn't raised the skill because
you will have several dialogue-events with your followers...wich each has a chance to raise/lower the
moral and because 5 points are smal pool with little freedom for action...considered that you can get
up to -3 per decision at Sidequests/Events..or more if its really important thing(rare)
but in the long term ...after you gathered some ep to promote sergants and officer...you will curse
every point you "wasted" to raise this skill because
-Every partymember with Rank 3 (Veteran) will add +1, every Sergeant(2 max) will add +3 and your
Lieutenant will add +5
but i am training now
Because i was somehow unable to download the manual i decied to wrote some comments to make
start a bit easier for people wich miss the manual to...after i start writing i had to find out...that i can't
keeped my "mouth shout" and started adding toughts/advices^^..and it start growing to be more a
small starter guide then short Quickstartmanual...i hope it will be usefull at least for some people ;)
"Preamble" Creating your SC
The first step is creating your SC..take a deep breath, close your eyes and think carfully how you plan to play...
simply because..you can't change anything later on and a SC that doesn't work together with the party will be a pain.
You have 8 free skillpoints to shape your SC, all Skills have basevalue of 5 and can be reduced down to 1 or raised up to 10.
Tactics: Rolls on tactics are used in battlevents, mostly if the battle allready started(if you're ambushed,...) or is
about to start. Compared to other skills tactics is rarly used...but the consequenses of the rolls make
most the time a important difference...like..starting with 4 Followers- widespread...or 6 Followers
in a circle of defence.
-Every healthy Soldier in your party will add +2
Diplomacy: Used for all kind of Negotiations...from haggling with the merchants over prices for a Trap, getting a
better Reward for the Quest...or make some young, scared tribal warriors surrender..without any need to
shoot them down. Obviously if you plan to be a "real" conquistador...using fire&sword to
haggle&negotiate the usefullness of this skills is greatly reduced.
For some battlerelated situations Leadership is overlapping with Diplomacy.
-Every healthy Scholar will add add +2
Healing: With every added point your party will find a few more Herbs if you gather them while exploring or during
contextual Events, using a bit less medicine while curing the ill/healing the wounded.
The advantage per event is small but accumulate fast.
-Every Doctor in your party will add +2
Survival: With every added point the chance of success for several hunting Events is risen and you will get more
prey from successful hunting. Although some Events seem to have a fixed script for failure/sucsess..like...
having a sucess fishing the first time...and then fail two times... it's still a very usefull skill because
it's taken into account every time you camp. With a good survival skill and some "wild pigs" at the map
you rarly have to buy rations.
-Every Hunter in your party will add +2
Scouting: Every point in scouting will give you're party one movment point additionally scouting is "rolled"
for many "Encounter-Events"...like...did you're party notice the warparty waiting in ambush, are you able to
lay an ambush yourself or retreating without being noticed,...
-The Skill is bugged imo and will reset to 5 points, independent if you raised or lowered it.
-The movmentbonus is small and you're rarly in a hurry...there some timed Quests but they can be done
successfuly without any Points distributed to scouting...scouting has however a big impact at
Encounters...giving you the chance to avoid some of them completely, giving you the chance to prepare
an area with traps..or laying ambushes yourself,...
-surprisingly...every scout in your party will add +2 ;)
Leadership: The score of this skills is equivalent to the max. morale and starting morale value of your followers furthermore the skill is checked for some battle related events like "rally your shaken party", holding a inspireing speech and for some Events...persuading one of your followers...to carry out your orders without losing
morale.
The First half of your debut at Hispanola you will curse yourself if you didn't raised the skill because
you will have several dialogue-events with your followers...wich each has a chance to raise/lower the
moral and because 5 points are smal pool with little freedom for action...considered that you can get
up to -3 per decision at Sidequests/Events..or more if its really important thing(rare)
but in the long term ...after you gathered some ep to promote sergants and officer...you will curse
every point you "wasted" to raise this skill because
-Every partymember with Rank 3 (Veteran) will add +1, every Sergeant(2 max) will add +3 and your
Lieutenant will add +5
Post edited June 02, 2013 by DF1871