Regalia: Of Men and Monarchs: Difference between revisions

updated with more information
No edit summary
(updated with more information)
Line 1: Line 1:
== Objectives ==
== Objectives ==


- The key to success in this game is time management. You have two months of 28 days each to accomplish your quota of Kingdom Objectives and the mandatory story objectives. There are fortunately a large variety of Kingdom Objectives, so you can reach that in many ways.  
- The key to success in this game is time management. Each chapter gives you 56 days (two months of 28 days each) to accomplish your quota of Kingdom Objectives and the mandatory story objectives. There are fortunately a large variety of Kingdom Objectives, so you can reach that in many ways.  


- Additional Kingdom Objectives you complete above your goal in one chapter carry over to the next chapter.
- Additional Kingdom Objectives you complete above your goal in one chapter carry over to the next chapter.
Line 10: Line 10:
== General Tips ==
== General Tips ==


- You can shop at the merchant in the town square even before you build his house. It’s helpful to pick up a few trinkets before doing your first dungeon crawls.
- You can shop at the merchant in the town square even before you build his house. It’s very helpful to pick up a few trinkets before doing your first dungeon crawls, especially ones which grant Shields and Shields/Activation. (An Activation is not the same thing as a Turn.)
 
- Remember your Blitz ability, which lets you spend an Authority Point for an additional activation. This can be helpful to finish off a wounded enemy, or support an ally. Proper use of Blitz can drastically turn the tide of battle in your favour.


- Experience is shared across the entire party, and it doesn’t matter if units are dead at the end, everyone gets full XP. This means you can pick whoever you want and don't have to worry about grinding up underleveled characters.  
- Experience is shared across the entire party, and it doesn’t matter if units are dead at the end, everyone gets full XP. This means you can pick whoever you want and don't have to worry about grinding up underleveled characters.  
Line 18: Line 20:
- Perks you unlock through combat characters Personal Bonds have to be assigned to perk slots on the character screen, they are not automatic passives.
- Perks you unlock through combat characters Personal Bonds have to be assigned to perk slots on the character screen, they are not automatic passives.


- Fishing can be helpful, giving you items which can be used in battle and resources.
- Fishing (Pier level 2) can be helpful, giving you items which can be used in battle and resources you can use or sell.




Line 29: Line 31:
- Dungeons have three types of nodes. Combat nodes (the crossed swords) have a guaranteed battle. Camp nodes (the dialogue bubbles) restore dead units, and let you save mid-dungeon, and let you talk to party members. Adventure nodes (exclamation point) are micro choose-your-own-adventures, which can lead to rewards, new quests, and sometimes combat.  
- Dungeons have three types of nodes. Combat nodes (the crossed swords) have a guaranteed battle. Camp nodes (the dialogue bubbles) restore dead units, and let you save mid-dungeon, and let you talk to party members. Adventure nodes (exclamation point) are micro choose-your-own-adventures, which can lead to rewards, new quests, and sometimes combat.  


- Each node can only be cleared once, which means you only get to use the Camp node and its ability to revive the dead once.
- Each node can only be cleared once, which means you only get to use the Camp node and its ability to revive the dead once. It's best to try and clear at least half the nodes before using the Camp node.


- There is absolutely no way to heal health damage in battle. None. Use shields to reduce the amount of health damage you take.
- There is absolutely no way to heal health damage in battle. None. Use shields to reduce the amount of health damage you take.
1,220

edits