Warhammer 40,000: Rogue Trader: Difference between revisions

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* You can only improve characteristics and abilities that are in the archetype or origin advancement lists on designated level up spots for them, though you can sacrifice a talent for an characteristic/ability increase. Some Talents provide exceptions to this.
(These tips are current as of patch 1.1)


* There is a limit to how much you can improve a characteristic/ability per Archetype, so bear in mind that you cannot just pump all stats into a single of them from the start. You can level them further in the advanced archetypes.
== TL;DR ==


* If you want your main character to be a skill monkey you likely need INT. Only the Operative archetype allows that per default, but the Voidborne Homeworld has a talent (Be Smart) that, apart from the main effect, always lets you advance INT (subject to the limit mentioned above) if you want to play something else.
* It’s an Owlcat game, so install Toybox as a quick fix for any sort of problems


* Similarly the Forge World Homeworld has a talent that allows the use of INT for dialogue checks instead of FEL, giving you an option to manage those checks even if your archetype does not work with FEL.
* Skill Checks skyrocket in difficulty in Act 3 and continue on doing so for the rest of the game


* Psykers can pick more psychic disciplines later (Biomancy/Telepathy etc). You are not locked into just the starter choice.
* Strong enemies usually have stage gimmicks or a buff that can be disabled using certain powers or attack types ex. the tutorial boss will consume any on screen enemies when it takes enough damage and recover stronger then before


* The game automatically uses the party member with the best stats (out of the ones in the selected group) for a check in dialogue and on the map, so your MC does not have to be good at everything (but ofc sometimes you are alone).
* “Role Playing” is a core part of the game design, it rewards going all in on one type of alignment over mixing them up


* The first 3 respecs are free, after which they cost more each time. You cannot undo archetype choices, so plan accordingly.
* Act 3 throws a massive shift in gameplay at you


* The game lets you inspect enemies for their stats/ablities in combat and generally expects you to do this to plan your actions (specially if you're not familiar with the game style/Owlcat games)
* Keep most navigation routes at yellow, it can trigger an event that gives Insight as a reward


* There are side events where you have to make choices - with linked skill checks/costs and rewards/penalties. You can ask your crew for advice - which generally will alter some or all of the check difficult/costs and rewards/penalties vs if you pick an choice without asking. Sometimes the changes are for the better, sometimes not. You can also turn off the tooltip that shows you the rewards/penalties before you pick a choice - if that's your style.
* Insight cannot be farmed aside from the random event


* There are some environmental hazards in maps, that can cause damage/injury debuffs to characters in real time movement. Generally the best way to navigate around the hazards is to unlink your party (so they don't all move as a group) and move people through a character at at a time.
* The "Secret" ending is much easier to achieve then previous Owlcat games


* In chapter 3, some of party members can get a permanent stat debuff due to story events. These can be removed on a per-character-basis, in chapter 3 via side quests, but if you advance past the chapter those stat debuffs are there for good.
== Character Creation ==
 
* There is no significant reactivity to homeworld/origin
 
* Psyker Origin is basically it’s own unique class, it can synergize with the archetypes or be the main focus for level up
 
* Most companions have unique features & abilities you cannot replicate with mercenaries; Cassia especially.
 
* For melee DPS, priority is Agility, Weapon Skill, Toughness
 
* Strength stat is only important for equipping heavy weapons and power armor
 
* Skill checks in the game are balanced assuming characters focus on 2 skills max, and taking the skill training abilities, Act 3 will see skill checks with -50 penalties and higher become common
 
== General ==
 
* There is no time limit for the main story. Some companion missions will expire if you ignore them too long.
 
* There are well labeled points of no return for advancing into the next chapters
 
* Early combat is cover based shooting and lasts several rounds. By Act 3 combat is about granting extra turns via abilities/heroic moments and doing extremely high damage attacks to end combat in 1-2 rounds.
 
* The game is supposed to pick the best party member to use for skill checks but it will not always do that.
 
* Foulstone can be converted into a colony.
 
* For high damage with ranged weapons the optimal choice is a heavy bolter; despite the listed damage rate of fire is the most important factor for damage.
 
* Ship combat is “optional” except you need it to level up your ship and get better equipment from the vendor. Main quest missions are often gated by a moderate difficulty ship battle to proceed
 
* Itemization is not ideal for certain builds. There are no 2h force weapons in the game, and only 2 force swords (for psykers using psy attack). There is psyker specific heavy armor as well.
 
* Psykers get the "until end of combat" buffs/debuffs, regular classes get "per round/until next turn" versions, and Grand Strategist set areas that buff allies/debuff enemies inside them
 
== Level Up ==
 
* You can find a lot of Aeldari and Drukhari equipment in later acts so those talents are useful midgame and beyond.
 
* Grenadier will allow party members to use grenades at 0AP, this includes using them during extra turns
 
* You don’t need to build out anything in advance except strength requirements for heavy weapons and power armor
 
== Act 3 ==
 
* The party you take into the final story mission of Act 2 will be the only party members you have for Act 3.
 
* High priority skills needed for Act 3 are social skills, and Lore:Xenos.
 
* Warp attack abilities are highly valuable as they can dispel enemy buffs on hit
 
* The permanent party member debuffs can be cured by turning in plot items found in the area
 
== Companions ==
 
* You recruit most of the companions by Act 2, an additional 2 in act 3, and then 3 secret companions in Act 4 that can join based on your alignment
 
* Companions will not leave you over alignment choices until a specific late game extreme option or siding against them during a pivotal conversation
 
* The Space Marine is found in Act 3, his gear is nearby. Despite his power he is a 2x2 size and can get stuck on the map. Toybox has an option to make him normal size.
 
* Companion quest outcomes are flagged and will affect the companions moving forward, like “X remembers your advice” in case you want specific good endings you have to make the correct choices early on
 
== Colony Management ==
 
* Janus has a project that gives you an AI controlled ship ally for space battles
 
* The med kits that cure traumas are highly useful for Act 3
 
* Save extractiums for xenotech and flogiston early game
 
== Vendors ==
 
* It is extremely difficult if not impossible to max all vendor reputations, focus on 2 that do not want the same high value cargo at first.
 
* Converting excess consumables like medkits and stims into cargo will give a significant boosts to reputation
 
* Vendor reputations increase to 35 in Act 4 with new high level equipment available
 
* The Imperial Navy only takes trophies obtained from ship combat, you have to manually add them to cargo from your inventory if they don't appear as cargo
 
* Vendor reputations also unlock some colony projects, and other colony projects can boost reputation as well


[[Category:Games]]
[[Category:Games]]

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