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报告翻译问题
press N to see the cleric prayer list when in battle or the above town/village center missions
v exits either list display if you do not feel like selecting a spell.
ALWAYS leave one weapon slot unequipped so summoned mage spells have a place to equip. You will THROW these, using throwing skill, with grenadier skill giving a boost to the non-magical damage of the thrown item.
The new magic system deals both a physical, normal Warband damage and if hitting a second magic damage layer. There is a passive magic resist based on what you are wearing for armor; the materials change resist to electricity, heat, cold, magic, and clerical prayers.
There is an active magical resist skill.
Having some magic skill means nothing. You either ARE a mage from choices made when you create your character, or you are not. Same with faith skill and cleric or paladin. There is a rare shaman class that requires the right background combination; think Dune bene gesserit.
The old "energy/magic" weapons skill is crossbow skill, for old Paradigm staves that use "spell like" ammunition.
press backspace key to see heads up tactical display, press backspace again to exit and start using weapons normally.
encumbrance matters; it can change your initial movement speed, change your ability to dodge, and will adjust your defense if using martial arts (or some agent is kicking you).
Encumbrance is roughly your total weight equipped counting all armor, weapons slots, shield, etc divided by adjusted strength after adding in bodybuilding effects.
During battle your strength can go up or down via bless or curse prayers; your encumbrance will be recalculated silently and if changed by category you will move accordingly and begin responding likewise in melee.
You can look at your character via Reports menu: Reference materials: View Lords (and yourself): left arrow to flip to the last selection showing you, click once on yourself to see the big picture. Your passive resists are shown as percentages added or subtracted to the incoming magic/energy attack.
Dodge is shown for various ranged weapons and an idealized 100 speed melee weapon. Dodge has a cool-down timer,
and the projectile speed matters so you will not dodge bullets but can possibly dodge rocks.
Magic, once its containing summoned thrown item connects with a target, is not dodge-able. The initial contact might be dodged like anything else thrown.
Ships do not move like in Viking Conquest; instead you can click on some spot in the sea and they navigate to it, including sailing around corners. Sailing skill has no effect, today, but that may change at any time. Click on a village or other permanent landmark to head onto land in a direct line of sight path.
You can buy a ship from any town or village that has a dock.
You do not actually visit the dock, it is just to help you find the right village/town/castle.
You can call your beached ship to come get you from any of those locations. Nobody will steal your beached ship.. for now anyway.
Necromacy and Phantasy Calradia Necromancer class are not yet supported. They exist, sort of, for NPCs but are underused.
Undead skeletons cost less per week in wages and otherwise are very brittle to clerics in the party - who are few. Mages are also few.
You can harvest if you have the needed skills AND a tool item in inventory. It can sit anywhere in inventory and eventually will be used up and need replenishing. You can buy them at the Explorer guild, under "Town Activities" in the Town Menu: "Visit crafting guilds".
As Warband allows a maximum of 15 menu items before clipping any excess, some menus are split off. Notice in towns thre is a new menu added for "town activities".
This let me put more things that can be done at the town menu.
For harvesting or crafting, you should get skill at least 8 before bothering to try to craft.
There is currently some text showing the wrong items harvested but the correct types arrive in inventory, so give me half credit and eventually it will get cleaned up. For making very hard items, the higher your skill is ABOVE the item difficulty, the better your chance for success or even a positive item modifier.
You may have more than 1 enterprise in a town with high enough positive relation with the guild master (this is the relation number shown when you enter a town).
For the first enterprise, you need at least 1 as the score. At each 5 you can add yet another enterprise. These must be different types; so an oil press and a silk dye are possible for two enterprises, but not 2 oil presses or 2 silk dye enterprises. As food is scarce even the lowly bakery is profitable quite quickly.
You can also sell off your establishment and build something better as your finances improve. Your barter skill will impact the funds returned.
Many skills became Party rather than individual skills.
Ranger class will actively speed travel across the map.
You do not choose character classes; they choose you. They are always a result of choices you made when making your character. I don't have time to document all of them, so don't ask, and maybe it is interesting the first few times how much diversity you can discover in the selections. Some have more cash, some have more skills or a better inheritance, some are subtle.