- Starting without the Armor skill, and therefore without decent armor, makes the beginning rather tricky. Getting killed by ordinary Diggles is a very real possibility.
- Blue portals transport you to areas with enemies of varying strength. At low levels, you likely encounter ones that completely crush you a lot.
- "Eat food to regain health!" isn't advice you should ignore.
- Attacking a town isn't enough to free a prisoner. Apparently.
- Attacking a town can lead to severe casualties among your men.
- Severe casualties among your men can lead to not having enough to man all your ships, making it necessary to abandon some.
- Abandoning ships leads to less cargo space, making it necessary to throw stuff overboard, which has the effect that you can only take a fraction of the loot you got by raiding a town.
- Sometimes, ships just won't appear, no matter how long you sail near a town.
- Peace between nations is fickle and prone to end quickly. But so is war.
- Even with damaged sails, small ships can outrun you.
- Don't try to sneak into a town you recently raided. They will recognize you.
- Consider whether you want to end an expidition and share the money, before you hire new men. Not only is that stupid and pointless, it lowers the individual share.
- Your men don't like it when they get shares of roughly three hundred gold. Greedy bastards.
- Headwind is an asshole.
- When using the Mortal Life Gauge, always learn the opponents pattern the best you can.
- The Mortal Life gauge allows even sub bosses to one hit kill you, even on easy mode.
- Always press the prompts onscreen the best you can, it might not always cause you to loose health, but you loose lots of points, preventing an S ranking.
- Also, when fighting Chakravartin, try not to start comparing it to the final battle of Gurren Lagann while fighting him, or else you'll get distracted and get blown to bits by planets and comets coming at you.
edited 16th Aug '12 6:23:06 AM by Demongodofchaos2
But now we have a big whip parked pon' the block''
- When playing as a power-based class, you still have a gun. Use it.
- When playing as a weapon-based class, you still have powers. Use them.
- When playing a krogan, your gun can be used as more than a high-tech club. Try shooting stuff with it.
- If you're routinely forgetting that you have guns and powers, take a break.
- 80% Damage Resistance =/= Invincibility.
- 100% Barrier restore on demand =/= Invincibility.
- You can turn Hunter Mode off. Do so when you're running for your life. Your shields will thank you.
- Identify your Dump Stat. If you completely avoid investing in one power, you can max all of the rest.
edited 16th Aug '12 10:35:53 AM by Stannum
edited 18th Aug '12 1:42:59 PM by Stannum
- Shin Akuma and Ultimate Rugal are MUCH easier when you fight on their ground in a Ratio Match: 1 Ratio 4 vs 1 Ratio 4.
- Just let yourself die and continue if you get either of these on a K-Groove or S-Groove. They WILL kill you by countering everything and anything you do with a super if you get close to killing them on S-Groove and once they get a full gauge in K-Groove... well, You Are Already Dead.
- Never jump in on Geese. He will either counter or Raging Storm, guaranteed.
edited 19th Aug '12 12:44:14 PM by SuperFrost
edited 20th Aug '12 6:42:19 PM by ABNDT
- If you get the Herb by some freak chance, NEVER LET IT GO. Whip candles from a distance just to make sure.
- Learn how certain enemy AI works. You'll have an easier time with any skeletons that have the higher ground if you take the time to throw them off with certain movements and spacing.
- It'll take you a lot of patience to learn a Medusa Head and Bat's pattern.
- When Queen Medusa's tail flashes, keep your distance.
- Just because it worked once doesn't mean it'll work again during the New Game+.
edited 20th Aug '12 7:20:14 PM by Mihashi
The wind sweeps me off my feet,
blowing me away yeah.
Trees whispering to me.
I'm feeling free now.
- DO NOT panic and button mash like a ninny when using the Herb, unless you want to exhaust your supply of hearts for nothing.
- The dolls tend to freeze up when you're climbing the stairs. Take advantage of this and guide them into an easy whipping.
- The dolls freak out and dodge when you whip at them, but not when you use a subweapon. Throw an axe and goad them into dodging into the axe's arc.
- With your downward diagonal jump whip, it's easy to critical hit the axe armors.
- Don't stand still for too long
- Saving your game mid-mission does not save your actual progress in that mission, but it does save your current inventory, so if you used all your vital stars and a holy water in a tough battle, then saved and quit, now you need to either do the battle again without the stars and holy water, or earn enough red orbs to buy more.
Avatar by pippanaffie.deviantart.com
- You have 17 warriors. Nine of them are Franks. Don't get confused and think this means you can defeat 13 Franks. Unless the rest of your army is up to the task, your nine Franks can't really carry the battle.
- No one else uses bows on horseback. This either means it's a dumb idea, or something you can exploit. I've been going with exploit.
- Here's why you should exploit horse archery: You can carry 21 javelins, or 80 arrows. The javelins can break shields and kill enemies quickly, but once those 21 are out, you have to slow down and pick more up, or retreat to your baggage and pick up a new set. And that's only 21 if you decide to forego a shield. You get 40 arrows in a pack, eighty total if you forego the shield again. Javelins do a lot more damage per hit, but you only get so many hits. A well placed missile, period, can stagger a foe, leaving his shield unused and his attacks disrupted, giving your troops a free hit.
- Arrows suck for direct kills, but if your goal is to make things easier for your troops, 80 potential staggers with minor damage beats 14 to 21 potential major injuries/staggers.
edited 23rd Aug '12 5:27:18 PM by Journeyman
- Tobias Funke