![]() Then, when the time is right, they set off in a boat across the sea - to trade their wares at the island towns, or head to the Driik coast and up the rivers to the rich towns where all manner of goods may be found. I've had two very successful Islander characters who lived the life of a peaceful craftsman, covering their islands with gardens and dwelling in a compound at the center where they have full-fledged production facilities for ironmongering, clothesmaking, brewing, cheesemaking, etc. Their boost to carpentry makes them very viable as blacksmiths, weavers, etc. #Popkey android modsreally, the only challenge is finding a way to pass the time - which is why I prefer to play Islander characters with mods like Buoidda's installed. And the weather in the islands is relatively balmy, even in winter, providing a carefree and easygoing lifestyle. Excellent fishing skills provide all the seafood anyone could ever need, negating the need for trapping or hunting. This means that weak combat skills are mostly unimportant. The archipelago is mostly quite safe and devoid of dangerous animals and enemies, except for some of the larger islands (which are easily avoided). I must say, I have played as Islander several times and I think they are actually much better than people give them credit for, SO LONG AS you live in their native environment, the southwestern archipelago. i suspect Seal tribe may be best for a pure hunter, and Kuikka for a fisher nomad. personally, i've never gotten a nomad character off the ground but have always been curious. so maybe homesteader vs nomad could be partially understood as "beginner vs advanced". the "advanced adventures" game course, however, involves a lot of travel and may actually be easier for a nomad. many of the challenges include building homes, planting crops, etc. I think part of the reason may be that the introductory game course is designed for a sedentary, "safe" lifestyle of a farmer/fisher/trapper/homesteader. This is very true and yes, i struggle with this as well. I find, however, that when planning a character I care more about the skills than the attributes, since I'm a heavy roller to get high values (or I even correct the attributes manually, if I can't be bothered to roll). what we have was found empirically a long time ago and I'm not sure how accurate it is. It would be great to also have a table for attribute bonuses. Also, I prefer a bonus/malus view (eg, difference compared to the default) instead of the absolute numbers. I found the actual file a bit hard to read - a table works much better. I uploaded it on the wiki for easy consultation. Source of the above: the ini_skills.txt shipped with the game. So they make for the real average man, which can be interesting for the expert player. That's it - however, they also lack significant maluses. They have a bonus to the least used weapon, the flail. They have good Agriculture, like the Sarto, and also small tracking&trapping bonuses. Kuikka are essentially lesser Owl that can fish very well (like Islanders and Seal-tribe), and carve wooden objects decently.More "carpentry" options (eg, fishbone carvery?) might make them more appealing in the future. 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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