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       #Post#: 275--------------------------------------------------
       On Talents - A short guide
       By: Jessica Date: July 10, 2013, 9:28 am
       ---------------------------------------------------------
       Since just recently someone stated that all the talents that
       didn't add directly to your strength were useless, I felt like
       elaborating on what I think the talents can do for you and
       perhaps help you make the choices that suit you best.
       Generic Talents
       Every one of the three actions of all three traits has 5 talents
       that work exactly the same way.
       Let's start with the 3 that add to your strength, namely Lvl 1
       (+3% to attack per level of the talent), Lvl 20 (+3% to defense
       per level) and Lvl. 60 (+2% to actions per level).
       The attack bonus is obviously a strong choice because it helps
       you in quests, adventures and PvP. Even if you are not
       specializing your traits it could be a good idea to at least
       back up your fealty bonus with additional strength so you can
       excel there even more. I do not know for sure if this also
       boosts the damage you deal in challenges.
       The defense bonus on the other hand has very limited use. It
       only applies to PvP attacks that are launched against you and in
       some cases like barter, aid or bribe, spending points on defense
       would be close to outright ridiculous. I would only even
       remotely consider the talent if I new in advance that I was
       going to be attacked a lot with a particular action and even
       then I'd need to have a high base stat for the percentile bonus
       to do much good. But if I am under attack, it's likely that they
       attack me where I am weakest.
       The bonus to actions reads (+2% to actions, +2% to attack, +2%
       to defense) and there is some discussion about what that
       actually means. Some people assume that there are 3 different
       boni here. the only sound interpretation of what a bonus to
       actions would do is that it is a distinct bonus that applies
       expressly to challenges. That would also mean that the attack
       bonus doesn't work on challenges.
       The other interpretation is that "bonus to actions" is just
       another way of saying that it applies to attack and defense
       simultaneously. The added description of bonus to attack and
       defense would then be redundant and is probably just there for
       clarification (or for confusion depending on your stance). I
       personally believe this one to be correct. Some gold items have
       recently been reworded (perhaps you remember the list of boni
       not fitting on the card earlier). The official explanation for
       the rewording was that they wanted to remove redundancy in the
       descriptions and that lends itself well to the assumption that
       the talents deserve a rewording, too.
       Regardless, it's a good talent to boost you further in a certain
       area but I'd only recommend taking it for actions after you have
       maxed out on the attack bonus because the basic talent gets you
       more bonus per talent point and the additional defense bonus
       doesn't quite make up for that.
       Then there is Lvl 30 - perform actions 3% per level faster. This
       will reduce the time you take to complete a quest, an adventure
       or a PvP action using the specific action. It will not however
       make your actions refill faster after using the skill in a
       challenge (don't deny that you had hoped it did). I like the
       speed reduction generally because I get my swords back sooner
       and might just send them on another journey before I go to bed
       when otherwise I wouldn't have wanted to stay up another 30
       minutes just to wait them out. The time save is biggest for some
       of the late quests which can take about 8 hours. Those would be
       reduced to about 6 hours.
       However there is some cases where time saving can be more
       crucial. One prominent exception would be the aid action. If you
       want to aid someone who is under attack, your action would have
       to resolve before the attack does. I'm not certain if this is
       actually even possible without time saving but in any case you
       would gain a few precious minutes by your aid resolving faster.
       The same holds true if you want to sabotage the attacker to make
       his attack on your friend weaker. Your sabotage would have to
       resolve before his attack does, so time is of the essence here.
       Since I barter a lot with Alliance members I also gain a lot of
       mileage from by barter time save talent because it's just an
       action I do very often.
       Lvl 30 sworn swords heal from wounds after performing the
       specific action 3% per level faster. Now that one is fairly
       useless, okay. Don't be afraid of wounds, it's wickedly
       difficult to even try and kill one of your swords intentionally,
       they won't die on accident. The only nuisance is that their
       stats are reduced while they are wounded and even that decreasse
       is quite minor. Just send your sword on a long quest or
       adventure and they will probably have healed already before it's
       finished. I can't even think of any reason or specific situation
       where you'd be happy to have invested into that talent.
       Specific Talents for certain actions
       Fight
       Spoils of War Gold gets you 3% per level more silver for
       successful fight actions. I would have yet to try it out but I
       have a feeling that this only applies to PvP. If you use fight
       in PvP to reliably increase your silver income (like farming an
       inactive friend with low stats), you will see a nice boost to
       your income. If it's worth the gold and talent points depends
       mostly on how much you do it. Just as an approximation: If you
       bought silver for real money you'd get about 3.000 silver stags
       for the 2$ it costs to buy the 10 gold required to unlock the
       talent.
       Lockbox Gold is the other way round since it saves you 3% per
       level in losses from PvP. Mind you, it only saves you from
       "Fight" actions so it doesn't help against harass, steal or
       swindle. If you find yourself in a situation where other players
       fight and win against you so much that you'd consider buying
       this, you are probably in deeper trouble than any decisions on
       the talent tree can save you from. An easier remedy would be to
       always spend your silver to stay below your protected value
       which reduces losses by 100%.
       Harass
       Salt the Earth increases losses to the attacked player by 3% per
       level. If you use harass to hurt someone else, this will make it
       hurt more. However I am skeptical of its actual use since you
       probably won't know if the other player really had silver to
       lose or if he was already down to his protected value and
       couldn't lose anymore. Spying won't help either since it only
       tells you the player's attributes and not his wealth.
       Concerted Attack Gold will increase the timer of an enemy fault
       by 5% per level. Faults are the debuffs that result from
       successful sabotage attacks. If you have the option, applying a
       new fault with a 100% timer will probably be more efficient than
       increasing the timer by only 40%. Well and then there is other
       uncertainties... does he really have a fault? Right, your
       teammate sabotaged him just recently but the fault could have
       been healed instantly by a bribe or swindled away. Also it would
       be difficult to time - since the fault only lasts 3 hours you
       would have to make sure that your attack resolves before that
       time is up. This will probably force you to attack before the
       sabotage has resolved and you don't even know if it was
       successful. And finally we don't know for sure if you will add
       40% of the original time or just increase the remaining time by
       40% which - depending on your timing - can make a huge
       difference.
       Raid Gold gets you a common resource with a chance of 5% per
       level for each successful harass. That's a nice bonus if you
       harass a lot but chance are that once you are strong enough to
       harass with enough reliability and often enough, that lack of
       common resources won't be holding you down anyway.
       Aid
       Encampment makes the defender virtue you give another player
       last 3% per level longer. Instead of 3 hours, it will last 3:45
       or something. This would be good if you aid not so much against
       a specific attack (which is too troublesome for the small effect
       anyway) but to make a player stronger in general. Why and in
       what cases you would want to do that I'll detail sometime later
       in another post.
       Generous Host Gold works like Encampment just the other way
       round. Aid you receive will last 3% per level longer. I don't
       know if it will stack when you are a Generous Host and the other
       player has Encampment but I see no reason why it shouldn't. So
       you might find yourself enjoying the bonus for up to about 4:30
       hours. Of couse you would have to have some kind of contract
       with other players to reliably send you aid on a regular basis
       to make the investment reasonable.
       Return Favor Gold will give you 10 silver per level each time
       you aid another player. I don't know if the action must succeed
       for you to get those up to 80 stags but I'd guess no, since the
       recipient gets the defender virtue regardless of how good you
       rolled your dice. If you aid others a lot, it wouldn't be
       morally wrong to get something out of it for yourself, would it?
       It's still a small bonus and bartering might be better overall
       if you are in it for the money. So just take it as an added
       benefit to the aid actions you would have performed anyway.
       Barter
       Mutual Benefit makes the trading partner of your barter actions
       earn 5% per level more silver. I consider this one to be a very
       good talent. Frankly, bartering is usually an act of kindness.
       Sure, you get the silver, too but most of the time you would
       have something more profitable to do for your swords.
       Adventuring get's you resources or rare items on top of the
       silver and most are quicker than bartering with someone else and
       plundering weaklings nets you much more silver. The only real
       reason to do it is because the benefit is dependent on your own
       level and not that of the recipient and that he or she gets
       silver to build up without having to take an action with their
       own swords. Now that we have that one clear - barter is about
       helping the other not about gaining silver for yourself - the
       talent makes a lot more sense than if you look at it from the
       egoist's perspective. 5 of your merchants will now hand out as
       many stags as 7 would have done without the talent maxed out
       which is a good thing.
       Update: I am now certain that Mutual Benefit will also increase
       the gains of anyone who sends merchants your way. That means
       that you could advertise yourself as a worthy trading partner by
       maxing this talent and making it known.
       Negotiator Gold works like Mutual Benefit but now YOU will get
       those 5% per level extra coin. Note that they say "successful
       barter action". Is the action unsuccessful if you lose? I think
       not, so this would just be a case of bad wording. It's not wrong
       to get more for yourself for helping others and you might even
       come to think that with 40% bonus bartering is almost as
       profitable as the harmful PvP-actions. Since barter could easily
       be the single most often employed PvP-action for you, I'd
       consider it sound to invest here. But max out Mutual Benefit
       first since it is what bartering really is about.
       Swindle
       Realization makes you learn when you have been swindled after
       the fact. Now I don't really know how this should work. It
       clearly refers to the fact, that swindle can sometimes appear as
       barter to the target. Chances are that they would realize even
       without the skill when they notice that despite having received
       a barter they now have less silver than before. And they
       probably are suspicous when they have received 7 swindles and 2
       barters in a row from the same player. It doesn't take Sherlock
       Holmes to figure out something here. Still if you receive
       barters a lot from outside the alliance and you care about it,
       you could sink a single talent point here, no big deal really.
       Unseen Costs Gold gets you 3% per level more silver each
       successful swindle. The same thoughts that have been given about
       the similar Spoils of War talent for fight actions apply here.
       If swindle is kind of a primary form of income for you, okay.
       Otherwise hardly worth the investment.
       Bad Deal Gold gives you a 4% per level chance to transfer one of
       your faults to the target of your successful swindle attack. Now
       this one could be nasty. Someone out there to sabotage you? Send
       them 5 charlatans that swindle them and they will suffer the
       fault themselves - take care of timing but you will figure it
       out. It's a remedy for faults that doesn't rely on others
       helping you with a bribe. But on the other hand - are those
       faults really hampering you so much? They are minor if applied
       in solitude and if you suffer many, then getting a 32% chance to
       rid one of them is only one third a solution.
       Bribe
       Oppurtunist Gold gives you 5 coins per level for a successful
       bribe action. That's a whooping 40 stags after you are maxed out
       on it. Really? How often do you bribe someone anyway? It's only
       reasonable when they are targeted with sabotage and suffering
       faults and the point is about helping them out, not gaining
       something. Gaining isn't wrong but it's so little for an action
       so rare.
       Staying Power Gold tries to make bribery useful by offering you
       a common resource at 5% chance per level. Still no deal. A
       common resource at 40% and 40 silver stags make bribery still a
       waste if you aren't healing faults. And you probably won't have
       enough faults to heal to see a return on your investment here.
       (Okay, assuming we have a prolonged conflict with another
       alliance who always make sabotage attacks AND we elect players
       from the alliance whose sole responsibility is to heal faults by
       bribing everyone who has been under attack THEN perhaps IF you
       are one of the official bribe specialists you might want to
       consider investing here...)
       Spy
       Counter Intelligence gives false info to the enemy if you
       successfully defend against their spy attack. Sounds good.
       Probably sounds better than it is considering how spying works.
       If you haven't spied on your opponent, you will see the
       chance-of-success-bar for PvP-actions but not know the exact
       defense value and thus can't calculate the exact chance of
       success in advance. Now with some experience, you can
       guesstimate you opponent's values at about +/- 10% accuracy. Now
       if that "false information" clearly contradicts everything else
       (like it saying you have 20 combat when you actually have 400)
       it's useless because the enemy immediately knows, the info is
       false. If it is false in a believable frame, it's useless too.
       Or what is the advantage of having someone commit to an attack
       with supposedly 55% probability of success when it's actually
       only 52%?
       Things would be different if the probabilty bar would adjust
       according to the (wildly off) false info but if that were the
       case, no one would ever spy because he risks having worse info
       than before.
       Sabotage
       Accomplices makes your faults from sabotage last 3% per level
       longer. Since applying a fault is all there is to sabotaging,
       having them last longer is good. They will still instantly go
       away with a bribe though and if the player doesn't do anything
       during those hours because he or she is offline, it doesn't do
       anything. But still if you are really into the saboteur's
       bussiness, you might want to have this.
       Relief Effort Gold makes faults you suffer go away 3% per level
       sooner. Like other sabotage countermeasures, this one probably
       won't do much for you unless you suffer such attacks constantly.
       Theoretically you could get the same effect by waiting half an
       hour before you go on quests, adventures or PvP-missions.
       Second Strike Gold gives you a random resource with a 5% per
       level chance every time you sabotage someone. It doesn't say
       random "common" resource like the harass-talent "raid" does. But
       that's probably just a case of inexact wording and you won't
       gain uncommon resources from this one either. As for the rest,
       it's just like raid - if you already intend to do plenty of
       sabotage, then it's a nice addition but nothing too fancy.
       Steal
       Sticky Fingers Gold gets you 3% per level extra silver from
       stealing. In that it works like the buff talents for fight and
       swindle and is just as useful. Or useless, depending on how much
       you are going to rely on stealing.
       Hidden Pockets Gold makes you lose 3% less per level when being
       stolen from. As always there might be cheaper ways to protect
       your silver that work better. Using the approximation from the
       beginning, you would have to lose 12.000 coins from steal for
       this talent to save you the 3.000 stags you could have bought
       instead of the 10 gold to unlock the talent.
       (To be continued...)
       #Post#: 276--------------------------------------------------
       Re: On Talents - A short guide
       By: Jessica Date: July 10, 2013, 9:29 am
       ---------------------------------------------------------
       (Since the forum wouldn't let me post my not-so-short guide in
       one post, here's part 2)
       Fealty Talents
       Surprisingly enough, the fealties have talents that work all the
       same. Let's look at those first.
       The lvl 1 skill bonus gives you 2% per level bonus to your
       house's special skill. Since you can stack it with the skill's
       boni your house might easily determine your specialization. It's
       a good pick even if you don't intend to use the skill for PvP
       (like the Stark's lousy choice of aid or the Targaryen's spy).
       You will still enjoy a good boost for questing and adventuring.
       The lvl 13 special building unlock is a must. This talent alone
       is the prime reason why most players reincarnate.
       At lvl 17 you get to increase your protected silver storage by
       150 coins per level. Thus you can have up 2.000 coins in total
       protected which is good if other people want to take your
       silver. It is bad if other people want to give you silver
       because a bug prevents you from gaining money from barter if you
       have less than your protected amount.
       At lvl 90 you get additional command point. More command points
       allow you to do more adventures and PvP actions at once which is
       good. It's only one point but it also will cost you only one
       talent point, fair enough. Don't take if you are not into having
       many swords do many things at once.
       House Stark
       Winter is Coming makes your swords recover from wounds 3% per
       level faster. If wound recovery wasn't so insignificant, this
       talent would beat all the skill-specific recovery talents.
       Probably still not worth your talent points though.
       Descendants of First Men makes you produce units 2% per level
       faster. If this is good for you, solely depends on your crafting
       activities.
       Bran the Builder Gold makes building construction and upgrades
       2% faster. Since you definitely build a lot over the course of
       the game, this will be used a lot. However it's questionable
       whether you will actually get much out of those buildings being
       finished faster. Just monitor your game and find out how often
       you wish for an upgrade to be completed about 15% quicker.
       House Lannister
       All the Lannister talents let you save 2% silver per level when
       producing weapons, armor and units respectively whereas the
       units talent requires Gold to unlock. I never found the silver
       component to be really significant in crafting but if you are
       not just giving the Lannisters a quick visit for reincarnation,
       you will end up crafting many many things. And then many many
       many more things, so eventually it might add up to be something
       usefull. Perhaps.
       House Greyjoy
       We Do Not Sow increases the losses other players suffer from
       your fight, harass and steal attacks by 3% per level. It doesn't
       increase swindle losses because trading just isn't a Greyjoy
       thing. The talent only makes your opponent lose more, it doesn't
       add to your gains so it just serves to take other players down.
       Like the similar harass-talent Salt the Earth, you might see
       your efforts wasted if the other player just didn't have any
       silver to begin with or just less than their protected value.
       Arms of the Kraken speeds up your adventuring by 3% per level
       and many people think it is the best fealty talent at all. This
       is due to the fact that high level players who are done
       reincarnating adventure a lot. Adventuring can get you uncommon
       resources for legendary crafting and rare drops like the crystal
       sword. You can also occasionaly find an item that's used in the
       crafting chain to get a dragon. That's why they care about
       adventuring so much and hold this talent in high regard. If your
       style doesn't include a lot adventuring, this talent is not for
       you, of course. But most will want it.
       Iron Price Gold increases silver gains from PvP encounters by 3%
       per level. This will help you gain money from fighting, stealing
       and swindling. But just in case it works as worded, you would
       also receive the extra coin for trading regardless of who
       initiated the barter and who won the roll since you get the
       silver for encountering and not just for winning. A solid choice
       if you see a lot of PvP action.
       House Baratheon
       Ours is the Fury increases your chance for improved crafting
       results for units by 2% per level. This one is great if you
       intend to stick with the house for a while. Improved crafting
       results can be very impressive and every bit of extra help will
       be great. Moreso, I do suppose that a higher chance not only
       increases your chance to get a good result but only tilts the
       odds in your favor as to how powerful a bonus you will receive
       so the talent would do you double good. Of course everything
       crafted will be distributed to the seven when you reincarnate so
       its use is limited to those who want to move on someday. (The
       dragon is theoretically a unit... if the devs didn't code an
       exception there, you you might end up becoming famous as the
       only player with a superior dragon)
       Victory March is a laugh. You can replace your dead sworn swords
       2% per level faster. Have you had a sworn sword die? Ever? Do
       you have a friend whose sworn sword died? That should answer any
       questions about the usefulness of this talent.
       Decree Gold decreases the cost for building upgrades and
       construction by 3% per level. Since you will always build and
       upgrade a lot, you will definitely see some return on your
       investment here. Granted it is just silver and that probably
       won't be your bottleneck anymore later in the game.
       House Targaryen
       Fire and Blood increases your chances for good crafting results
       on weapons by 2% per level. This puts in on par with Ours is the
       Fury from the Baratheons with just a few exceptions. For
       starters, units/companions are only available for gold so having
       a superior unit could be a viable item for your Lord or Lady's
       companion slot. A superior weapon on the other hand will
       probably not be strong enough to even replace the Obsidian
       Dagger which everyone can get for free. So while better weapons
       are always handy to have, they are just a tiny bit less
       desirable than armor or units.
       Blood of the Dragon reduces your PvP losses by 3% per level. The
       wording is different from the similar fight and steal defensive
       talents as it implies that you will also lose less when you make
       an unsuccessful attack instead of just an unsuccessful defense.
       Still I'd say that losing silver in PvP shouldn't be so common
       that you'd feel inclined to spend talent points to get a 24%
       reduction. Mind you though that in contrast to the
       skill-specific talents, this one doesn't cost Gold to unlock. So
       if you are of the correct Fealty and have points to spare you
       might as well sink them here as a precaution as long as you have
       nothing more important to do.
       Red Flame Gold will give you 3% more silver per level for
       quests. Since quests are one of your primary sources of income
       in the early game, this may look like a good idea. However your
       quest income diminishes the more you advance in the game. New
       content is slow to add and later quests often take more time
       without having much greater silver rewards. Eventually you will
       run out of content and only get the bonus quests (the random
       ones where you choose a friend). Since it costs Gold to unlock,
       it's a no-go for reincarnates and the other's might be
       disappointed at the returns they get out of the talent.
       In summary, yes, there are a lot of fairly useless talents out
       there. Some look good but fail to live up to expectations. And
       then there is some that actually are better then you would have
       thought at first glance. Still there is enough in the pool of
       sound choices to force you to make meaningful decisions. And
       that's what a good game is about after all.
       #Post#: 865--------------------------------------------------
       Re: On Talents - A short guide
       By: Vigilchau Date: May 24, 2018, 1:48 am
       ---------------------------------------------------------
       What you post will be useful to others who have read.
       #Post#: 867--------------------------------------------------
       Re: On Talents - A short guide
       By: Onimadi Date: May 27, 2018, 11:16 pm
       ---------------------------------------------------------
       These data are very well suited to the needs I am looking for.
       #Post#: 869--------------------------------------------------
       Re: On Talents - A short guide
       By: fontthai Date: May 31, 2018, 1:43 am
       ---------------------------------------------------------
       I think that this question is very good.
       #Post#: 883--------------------------------------------------
       Re: On Talents - A short guide
       By: Surachaii Date: November 29, 2018, 1:33 am
       ---------------------------------------------------------
       The story is very fun.
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