![]() ![]() ![]() They can only swim, fish and carve wooden objects better than default, and have plenty of important maluses. which is sadly useless (maybe for some quests? not sure). Islanders are the best weather predictors.They might make for interesting atypical characters. Most other tribes have maluses there, or at best a zero. Driik seem very "poor", but they have the best sword, shield and crossbow bonuses.They make fun (and reality-appropriate) seal-hunters if you don't go the easy way (eg, traps): sneak up, throw your javelin/spear and club to death. They are the best spear-users, club-users, fishers and "shamans". Seal tribes are not as bad as you would think from their -4.This is your bow-sniper character, able to track down quickly the prey, kill it and produce high-quality hides, as well as identify useful herbs. Owls have many maluses (which reduces their versatility in using multiple weapons and wood/construction stuff, but also fishing), but are probably the best active hunters (Kaumo is easier to play overall but takes more grinding to raise some important skills).Good choice for beginners, especially if the right tribe is chosen for a specific play style (eg, choose Sarto for agriculture-related characters, Kaumo for warriors and active hunters, Reemi for trappers and Kiesse for the prototypical woodsman.) ![]() Reemi, Sarto, Kaumo and Kiesse are quite versatile tribes, with bonuses far outweighing the maluses.This should help any beginner looking to make things smoother for themselves. Here is a short commentary/guide to the starting cultures, based on the simple analysis of the starting skill bonuses/maluses. ![]()
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