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Prophesy of pendor kingdom guide
Prophesy of pendor kingdom guide






prophesy of pendor kingdom guide prophesy of pendor kingdom guide prophesy of pendor kingdom guide

The most important thing to know is this: If it's chasing you on the campaign map, run away - it's sure it can beat you, and it's almost certainly right. Right off the bat, PoP can be a total nightmare. The only thing I would add for PoP is that you must put points in path finding, and prioritize increasing it when you go up levels later, because you need to be able to outrun bad guys on the campaign map. Select both of these options and let's get on with it. However if you take this option you can spam chapters of griffin knights later, which is rather useful. It does mean you start at -10 to two major factions, which goes to 0 when you take a merc contract with anyone else. Or for a quick "Just give me the right answers!", answer every question however you want except where you see either of these two options:Īnd A letter that changed your life forever <- avoid this for the easiest possible start. However, these questions have serious impacts on the game, most critically whether you can create Knights of the Griffon chapters with just money, and something called the Rumor Interval which sounds irrelevant but is the most important thing ever.įor a deep read on the subject see the wiki My advice is to answer these however you like, building the backstory for your character that interests you and helps get you into the story. When you start character creation, the game hits you with a bunch of background story questions. So I wanted to write an early game guide to share my experience and hopefully help someone else get into the mod without as much agony as I (and many others) experienced. I love PoP and think it's the best thing since Sliced Person, but the early game is bloody brutal, especially if you're used to kicking ass and taking names in M&B vanilla.








Prophesy of pendor kingdom guide