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Kenshi – Ultimativer GuideWenn es Ihnen nichts ausmacht, im Rollenspiel Kenshi von Zeit zu Kenshi Tutorial: Der schlaue Dieb Kenshi: Einige Tipps für Anfänger. Entdecken Tipps, Cheats, Codes und Tricks für Kenshi (PC): Unendlich Blut und Kein Hunger. A free-roaming squad based RPG. Focusing on open-ended sandbox gameplay features rather than a linear story. Be a trader, a thief, a rebel, a warlord.
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Sub goals. To reach a big vision you need to take small steps. Listing the smaller goals you have to reach makes accomplishing the big vision more approachable and give you something to do right now that you can achieve soon.
What would a RPG be without side quests? Something unrelated to your end goal. Maybe a personal grudge against a faction. Visiting every city in the world.
Starting a war. Keep the door open to do other things whenever you feel like it. Who will you be? I started out with defining a goal, because it helps me think of who I want to be.
This is what I consider to be the core of the gameplay. After all a Role Playing Game relies on you playing a role, right? So think about what your role in Kenshi will be.
Make a faction. Or maybe you stay alone. In Kenshi you can get along with almost everyone at the same time.
That can be extremely boring. Think about who you are and how you stand in regard to others. A faction that enjoys freedom and likes to travel may not be so happy to see some Slavers on the horizon.
A group of postapocalyptic hippies may decide not to fight animals. Skeletons may be Biophobic and attack everything not out of metal. Make friends AND enemies.
Give your characters a personality. But imagine he is real and he had a life before the recruitment.
It defined him, how he reacts to and interacts with the world. Choose Your Limitations What are you allowed or forbidden or required to do?
Is it okay to take and sell slaves? Do you have to rescue slaves? Can you loot people? Can you steal? Decide on a way to handle your savegames.
After all you have the control over time and space in Kenshi. Being able to save and reload at any time gives you incredible power.
Some say overpowered. Limiting your ability to save and load makes decisions much more important and alters the way one plays. Let me give some ideas on how to handle saves:.
Anything goes aka Save Scumming — You get to load and save whenever you want. You save at the end of every session and load where you left off.
Every loss is permanent, even when your whole faction dies and the game pretty much ends. Bronze Man — One savegame only and losses are permanent, except when you would have to lose the game, you get to reload to a previous game.
Your party or the majority of it has to rest in a camp or in a fortified place to be able to save your progress so far. And to save without resting you got to drop an Ancient Science Book.
See it as an offering to the Phoenix to save your soul. Mod the manure out of it Browse the Workshop or modding sites.
Which basically means you have less distance to cover with angry bandits on your tail before the town guards come to help bear in mind sometimes they don't.
You should consider the area semi-safe to explore and to get to know which rock is good for bashing with a mattock and which wildlife specimens generally leave you alone.
The town's neigbourhood also usually offers several conveniently placed raw material resources to exploit, but this will be covered a bit later.
The time has come to use your initial money to outfit yourself for the journey. Spend some cash on one or two items of cheap food and a basic first aid kit if you already haven't got one.
These items - food and first aid - are the most important goods you should always keep in the inventory unless you play as a Skeleton but in this case good luck buying repair kits.
And preferably more than one of each. If it lacks this stat, the item, however edible it looks, will not be consumed to satisfy hunger. Compare wheat and bread for example.
Apart from click-dragging items, you may use the right click on an item and it will result in selling or buying one unit of said item.
Holding shift whilst right clicking will attempt to buy or sell the entire stack. Your backpack is filled first if it's open, followed by the personal inventory.
Your paperdoll has several slots available. Namely: Head, Shirt, Pants, Boots, Body Armour, Weapon I and II and also Backpack. I have not yet found anything to use in the Belt slot so we'll ignore it for now.
As most commenters point out, there is a "Lantern of Radiance" which is just a standard lantern, but Hiver traders have a knack to exaggerate a bit item available that fits into the belt slot.
This item will help avoid negative modifiers when walking or working in the dark. Though descriptions of the slots are rather self explanatory, I feel I the need to mention what in this game is classed as armour and what is not, as this sometimes may be confusing - for example a leather shirt is an armour even though it fits in the shirt slot while a Ninja Gi is technically a piece of clothing even though it fits in the armour slot.
Basically, any piece of equipment that confers damage resistance is considered an armour and will have grades of quality. Simple as that.
The armour works by offering damage resistance to three main damage types - cutting, blunt and harpoon which is a posh word for 'piercing'. The armour also has coverage attribute which governs how much of a body part benefits from the damage resistance.
Weapons in Kenshi fall into one of several classes. Depending on the class and type of damage, they utilise either Strength or Dexterity stat or both for damage potential.
To start with try to get a Jitte as a sidearm, both for its defensive bonus and because it uses the Strength stat which is much easier to train to acceptable levels than Dexterity.
Jitte is hard to find though so a wakizashi or even a staff will do nicely. For starters. You will discover favourites later on, no doubt.
Crossbows are a new addition. They deal randomised amount of "harpoon" damage within fixed brackets eg. Other attributes include the range, accuracy, projectile type and projectile velocity.
Your character will use whichever bolts you carry in the inventory, there is no need and no way to actually "equip" the bolts. It is rather pointless for the beginner to invest in good armour and heavy weapons.
They slow your character down, lower the combat score and are expensive to boot. We don't need that until the character trains up to resemble a warrior.
For now buy some cheap rags and a straw hat and head out. It's time to make some dough. There are several ways to make money in Kenshi.
With hard work and dedication extract some raw material and sell locally. Break into shops, steal and then fence the loot to the local thief guild.
Go hunt the wildlife, loot the corpses, sell the booty. Go hunt the wanted criminals, knock them out, bring them back alive to the coppers, sell their belongings, pocket the money.
Go raid the ancient labs and workshops, sell acquired technology. Dangle yourself as bait to the local banditry, lead the "train to zone" [thenoobcomic.
Get some farmers together, settle down, wall up, prepare a long chain of raw material extraction and processing to feed the forges, craft arms and armour, sell for profit.
Also, for the beginner the only viable, almost-risk-free, income venue is the 1. With 2 you risk negative standings with the local government which has far-reaching consequences.
So, back to 1: hard work and dedication. Some larger towns have a resource node within the walls that may be exploited for money.
If nothing like this happens to be around, there is bound to be an iron or copper resource node in the immediate vicinity of a town, which can be used to the same effect.
The method is simple - right click the resources to mine them then wait until your skiver stops swinging the mattock using the petty excuse that "the machine is full".
Then left click on the resource to open its inventory, open your own inventory and shift-right click to transfer the produce.
Then pay shopkeeper a visit to offload. Rinse, repeat. Several round robins like this later you should have accumulated enough dough to afford larger backpack, a shack in the town where you can start your research or simply to pay for the company of a local drifter.
You're a beginner and a wuss. You don't do combat. Move on to the next section. The combat in Kenshi is varied and confusing to start with.
There are several skills and abilities that influence your chance to cause bodily harm. Then other skills and the type of weapon you use influence the speed with which you cause bodily harm and its potential.
Then add adverse weather conditions, opponent's armour, height, weight, elevation modifiers, impact of sustained wounds Your character will try its best to defend against the blows while slowly retreating.
With a huge chunk of luck you'll still be alive and well when a patrol happens to walk by. If no one arrives to help and the worst happens Get up, bandage your wounds, nicks and scratches I promised to keep you alive for 10 minutes only.
Now that you're set and know how to survive and earn enough to buy food, it's time to set your long term goal.
But it means that you inflict mortal wounds at a lower MA then other races due to bleed. Dexterity does not effect Martial arts animation speed, only the martial art skill itself does that.
Now Crabs are a pet you can get for combat but they are not just a tank Bonedog. They not only move but attack like that of an iron spider, and are a godsend in the Fog Islands as they can up and kill twice as meany Fogmen as you whole group can at an attack of only 40!
Not only this but they end up needing barely any medicare and sometimes none at all! Depending on toughness over half of any damage done to your crab will already be bandaged!
Making them crowd clearing monster far more capeable then that of a heavy weapon user for clearing weaklings. Feel free to contribute the topic.
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