Sabres of Infinity

Sabres of Infinity

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Tips & Tricks + min maxing guide for GOI import [WIP]
By RRRaggy
Building an ideal character for importing to Guns of Infinity (part 2), and beyond.
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Intro
With this guide i aim to outline how to build viable characters for SOI (Sabres of Infinity) and the sequel GOI (Guns of Infinity). I encourage new readers to play through the game at least once before using the walkthrough. I will try to keep this guide mostly spoiler free when referring to narrative events.

There will be both unmodded and modded (edited via notepad) characters in this guide. For the purists and those playing only on mobile devices, you can disregard the modded sections.

Note you can import saves between games on mobile devices and computers by uploading the save after game completion.
Tips and stat breakpoints
Even without following the builds these tips are universally. Feel free to skip this part and refer to as needed.

Stats
Stats are much easier to increase in SOI than GOI. Therefore try to get a character to where you want him to be stats wise by the end of SOI.

Soldiering
The second most important stat but the easiest to increase, therefore feel free to use this as a dump stat. Less relevant in the sequels.

You want to try and reach soldiering of at least 45-55 by endgame and 30 soldiering before the end of training if you want to achieve good relations with Elson (saving him during the training charge).

You only benefit from Caz in training (+15) if your soldiering is below 45 and in the joint mission (+4) if below 60. Other options are keeping the runegun (+15), or training after promotion to Lt (+10).

Charisma
The least important stat, but a respectable amount is still good to have. The hardest stat to increase. Increasingly important in the sequels, becoming roughly on par with intellect.

At least 45 charisma is ideal, especially in the second game. You can get a +5 boost to charisma halfway through SOI but there are better choices so try and tie this up before the end of training.

Regardless if you RP as the strong-silent type or the socially awkward tactical genius it still makes sense to at least be somewhat competent with people. Even edge lord Caz realises this and adapts accordingly.

Intellect
Intellect allows you to access many options that are otherwise not available and is probably the most consistently important stat overall.

Try to get over 50 by the end of training for a rep boost (save elson). 60 is ideal by endgame and 65 is a nice-to-have for the next game (bolt action rifles).

Bear in mind that out of the stat boost items you choose in the beginning, books are the best as they eventually net a +15, instead of +10 that the rest give.

Reputation
Ideally you want to have 60-70 rep by the fancy dinner on the eve the final battle. Leading a successful castle defence in joint command will give you 80-90 at endgame. This is easiest with plains origins (+10 rep) and allows for some leeway in choices, but still achievable for other backgrounds if you manage rep well.

90 in SOI translates to 50 in GOI (going higher than 90 rep has no benefit)
80 to 45
70 to 40

Money (Crowns)
Money isn't really an issue in the sabres, however it gets alot more relevant in the next installments. There's no need to be a scrooge, but its best to spend within reason and save money when there are no negatives in doing so.

Friendships
It is harder to be friends with Cazarosta than Elson, therefore befriend Caz initially (plus the juicy soldiering stat boost) and develop your relationship with Elson as the story progresses.

Sergeant
Choose your sergeant first, good men are harder to replace than mounts. Lanzerel is the most capable, has the best advice and gives balanced unit stats.

The others are still viable but your troops will take small stat penalties if you delay your promotion; and will be nowhere near as well rounded even if you spend extra cash.

Fenton is soft on the men but unquestionably steadfast. Harlech is tough and up for a fight but his loyalty is hard-earned.

Hernades maintains unit control through draconian measures which badly impacts morale. This prevents you from charging the enemy at Fort Kharan, which means missing out on a medal and ransom regardless of your choices.

Horse
Requisition or free horses (25 skill) are sufficient for most purposes as long as you get them immediately upon entering the stables. Looking at the horses for sale then deciding to get a requisition horse results in a pretty terrible mount (15 skill).

Your choices for paid horses are Faith, Bulwark and Thunderer.

Faith (35 skill) is not much better than a free horse, so not really worth paying for. (20 crowns / 15 with 50 charisma)
Bulwark (50 skill) the best mid-level mount but only available if you choose your horse before a sergeant. (40 crowns / 30 with 50 charisma)
Thunderer (75 skill) expensive but gives a nice +6 rep. Note that you should have soldiering of 45 or above to handle Thunderer, or be willing to take a -10 hit to health. (100 crowns / 75 with 60 charisma)

If you want to game the system, requisition an official horse and name it "none". This will register as your horse being dead in the game files. You can then get a replacement after reserve duty at Fort Kharan. Your choices here are mostly better than the ones in the beginning.

Oakum (30 skill) better than a starting requisition horse and also free, so a no brainer. (free)
Nightdancer (40 skill) better than Faith at the same price. (20 crowns)
Hatchet (50 skill) equal to Bulwark but more expensive. Not worth. (50 crowns)
Scimitar (70 skill) second best horse after Thunderer. Comes without the health penalty for low soldiering but also no +6 rep. (80 crowns)

For most characters Oakum, Nightdancer or Bulwark will do the job. Scimitar and Thunderer will give you an opportunity for horse breeding in the third book, but this is exclusive to the plains origin and costs alot of money to establish.

Antari
Another nice-to-have which adds some flavour text but also helps in certain situations the sequels. Its better to learn this in the second game, as doing it in Sabres means missing out on a big +10 stat boost.

Runegun
You get the runegun on reserve duty after the bridge battle. You want to pack extra ammunition and perform a frontal attack in order to get it. Giving it to your men nets a healthy bonus to discipline and morale (+10 each). Keeping it for yourself gives you an unconditional +15 to soldiering.
Choice guide
This is a brilliant guide that breaks down pretty much all of the choices and stat changes in game.

https://textuploader.com/5y0kv

A similar guide is available for GOI

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1579301620
Big thanks to both Golgot and Xander77 for tracking all the changes, it was a great help.
Walkthrough
This section will focus on optimised character stats and choices. if a choice is not specified it does not affect stats in any significant way. Idealism and ruthlessness will be ignored as they are mostly up to personal preference. Deviating from the guide is possible but there is no guarantee of finishing with the same outcomes.

The build focus on being able to pass about 80-90% of all checks in the game and subsequent books. The only downside is being slightly older than a 14/18 year old start, but still younger than a 30y start. This may have consequences in the sequels, by which time you should be well-positioned enough with these stats regardless. Stats listed in order are: soldiering/charisma/intellect.

Check Mimic's guide for a more in depth breakdown of training stats
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1575019778
Creation
arrival: Observe the men training outside. I might be able to pick up some pointers. +2 SOL
arrival2: Try to offer some excuse explaining my lateness. +2 CHA
origins: Aetoria, the capital city, a centre of culture and education. +8 CHA, +8 INT
age: 25. +5 CHA, +5 INT
gift: A set of books on philosophy and the natural sciences.+10 INT

(32/45/53) 16 rep

Training and Transit
caz: "Cornet {firstname} d'al {lastname}, at your service."
soldiering: This regimen is impossible! I am barely surviving! -15 SOL
intellect: I do all right, but academics have never been my strong suit.
charisma: I have already become friends with many of my fellow officers. +20 CHA
free time: Practice sparring and marksmanship with Cazarosta. +15 SOL
charge: Stay behind: I must to try to help Elson.
ship: I brush up on my knowledge of the League of Antar. +6 INT
naval action: 1) Take command! We should not leave the conduct of the battle to a mere sergeant! 2) I hold up the boarding party and try to figure out what it is. 3) Be cautious: We can hold midships and force the Antari to come to us.
new unit: 1) I select a sergeant and assemble my unit first. 2) Decide that none of these men will do. Lanzerel is still unassigned, might I request him instead? OR Pick Harlech as my sergeant.
horse: Requisition a horse from the official stables. (named none)

(32/65/59) 40 rep

Fort Kharan
men: Drill my men relentlessly.
advance: Damn the horses! Ride at full speed!
seals: Set the seals exactly as the diagram says. Hopefully, Captain Hunter knows what he is doing. OR Try a more efficient pattern, and pocket the remaining seals to sell later. (a bunch of extra cash)
ambush prep: 1) Care for the horses. 2) Cut firing loops. 3) Block the road. (blocking the road is not necessary as long as unit discipline >=40)
attack: "Mount up! We're going to charge the enemy!"
loot: By regulations: half will go to my men, leaving the remaining 120 crowns to myself.
automatic bonus: +5 INT (books)
spring: Request cavalry reserve duty.
supplies: Extra shot and powder, for a protracted fight.
reassure men: To be prepared for anything.
carrecort: That this moron will shortly get all of his men killed. He must be dealt with.
assume command: "Lieutenant Carrecort, you are a disgrace to His Majesty's Army. Since you seem so uneager to save your men, I shall have to do it for you. I am assuming command."
I am better educated, and thus, am more likely to come up with a workable plan. OR I am a better leader.
plan: Try a frontal assault.
new horse: Requisition a horse. (better than first requisition horse) OR Send a man with 20 crowns to Noringia to buy an acceptable horse. (better than Faith) OR Send a man with 80 crowns to Noringia to buy a fine horse. (no HP loss from Thunderer)
runegun: Keep the weapon for myself. +15 SOL
new year: Seek promotion to lieutenant.

(47/65/64) 47 rep or 50 rep Harlech

Noringa
free time: 1) Remain at the Duke's Service to ingratiate myself. 2) Ask the Duke if I could read his books. +10 INT
non-coms: I pick the men from my old patrol.
training: I have them clean their equipment. If they look like proper soldiers, they will feel like proper soldiers! (Lanzerel) OR The men need discipline above all else. I drill them until they faint! (Harlech)
winter lodging: If the army refuses to house my men properly, I shall have to rent better for them myself.
pig thief: Have him pay recompense; six months' wages should do it.
(47/65/74) 47 rep or 50 rep Harlech

Joint Mission
mutineer: "Return this man to his tent under guard, mind you." (Harlech only)
supper: 1) Eat with Cazarosta. 2) I stick to small talk.+4 SOL
plan: Actually, I've got a plan of my own I'd rather we use.
skirmish: "I would have Cazarosta do it."
speech: "I think you should do it sir."
captives: Take the Antari commander captive for ransom. Allow the rest to leave.
(51/65/74) 59 rep or 62 rep Harlech

Before battle
reception: I reassure Elson that our recent victory will make our uniforms recognizable enough.
herald: Name, rank, regiment, titles, decorations: everything. I want to make as big an impression as possible. (+4 rep if >=55)
convo1: 1) Join Hunter and Hartigan in their conversation. 2) Claim the Antari light cavalry are the most dangerous.
convo2: 1) Speak with Cazarosta. 2) "Perhaps you are right. I will seek company elsewhere."
wulfram: "Absolutely sir, I am confident in our chances of victory." (+4 rep)
(51/65/74) 67 rep Lanzerel or 70 rep Harlech

Blogia
Troop Stats
Getting promoted early (if reputation permits), and thus avoiding additional missions, triggers different events.

Generally I would advise getting promoted after doing 1 additional mission (reserve duty, which gives you the runegun). Going back to patrolling a second time doesn't give you any benefits over promoting earlier.

If you get promoted at the earliest opportunity, avoid getting the fanciest guns for your men. It is a disproportionate 500 crown investment for a net 5-10 stat improvement in GOI.

Defending in the towers at Blogia will net you a +5 morale if you have 50+ intellect and shoot from the widest lanes of fire.

Troop stats carry over to GOI as follows:
SOI 0-44 = GOI 25
SOI 45-64 = GOI 30
SOI 65-84 = GOI 35
SOI 85-100 = GOI 40

To maximise stats I chose this build where stats listed are: discipline/ morale/ loyalty

Lanzerel (87 rep)
The best 2IC bar none. Sergeant Sideburns makes it easy mode with great unit stats, sensible advice and balanced bonuses all round. The only downside is the -3 rep you get at the fort. This means being unable to achieve 90 rep, unless you don't make excuses for being late in the intro (+4 rep). In doing so you end up with 63 charisma instead of 65 which means missing out on several checks. Just take the rep hit.

SOI 45/85/65 (195)
GOI 30/40/35 (105)


Patrol
men: Drill my men relentlessly. (if charisma >= 40) +10 dis (40/30/30)
Loot: By regulations... +0 loy (40/30/30)
Reserve
fort arrivals (automatic): -3 rep
reassure men: To be prepared for anything. + 5 loy (40/30/35)
plan: Try a frontal assault. +5 mor, +5 loy (40/35/40)
PROMOTE
new men (automatic): -15 all stats (25/20/25)
non-coms: I pick the men from my old patrol. +5 dis, +5 mor, +5 loy (30/25/30)
training: I have them clean their equipment. +10 mor, -5 loy (30/35/25)
winter lodging: If the army refuses... +5 dis, +10 mor, +10 loy (35/45/35)
pig thief: Have him pay recompense... +5 dis, -5 loy (40/45/30)
year (automatic): +5 all stats (45/50/35)
Joint mission
plan: Actually, I've got a plan... +15 mor, +15 loy (45/65/50)
Blogia
tower +5 mor (45/70/50)
let them leave +15 mor, +15 loy (45/85/65)

Harlech (90 rep)
A great second choice NCO giving identical end game stats to a Lanzerel troop, and the possibility for a perfect 90 rep. Only problem is your men really hate you for most of the game, unless you're okay with that. Also unit bonuses in the sequels are not as well-rounded as Lanzerel's.

SOI 45/85/65 (195)
GOI 30/40/35 (105)


Patrol
men: Drill my men relentlessly. (if charisma >= 40) +10 dis (35/50/10)
Loot: By regulations... +0 loy (35/50/10)
Reserve
fort arrivals (automatic): -3 loy (35/50/7)
reassure men: To be prepared for anything. + 5 loy (35/50/12)
plan: Try a frontal assault. +5 mor, +5 loy (35/55/17)
PROMOTE
new men (automatic): -15 all stats (20/40/2)
non-coms: I pick the men from my old patrol. +5 dis, +5 mor, +5 loy (25/45/7)
training: The men need discipline above all else... +10 dis, -5 mor (35/40/7)
winter lodging: If the army refuses... +5 dis, +10 mor, +10 loy (40/50/17)
pig thief: Have him pay recompense... +5 dis, -5 loy (45/50/12)
year (automatic): +5 all stats (50/55/17)
Joint mission
mutineer: "Return this man to his tent under guard, mind you." -5 dis, +10 loy (45/55/27)
plan: Actually, I've got a plan... +15 mor, +15 loy (45/70/42)
Blogia
fort speech +8 loy (45/70/50)
let them leave +15 mor, +15 loy (45/85/65)

Fenton (86 rep)
Fenton's men have low to middling discipline and morale, but make up for it with extremely high loyalty. Objectively worse but still viable, and nice to reunite with a childhood friend. A -4 rep during the joint mission due to low discipline, which can be countered the same way as with Lanzerel. You end up with a little extra cash from not renting winter accommodation (only works with 50+ rep).

SOI 25/45/85 (155)
GOI 25/30/40 (95)


Patrol
loyalty +15 loy 10/25/65
regulation loot +0 loy 10/25/65
Reserve
fort arrivals - 3 dis 7/25/65
be prepared + 5 loy 7/25/70
frontal +5 mor, +5 loy 7/30/75
PROMOTE
new men -15 all stats -8/15/60
patrol +5 dis, +5 mor, +5 loy -3/20/65
clean +10 mor, -5 loy -3/30/60
intercede +5 dis, -5 mor 2/25/60 (requires 50 rep)
punish +5 mor, +5 loy 2/30/65
year +5 all stats 7/35/70
Joint mission
prisoner escort +10 dis, -5 mor 17/30/70
late troops -4 rep
own plan +15 mor, +15 loy 17/45/85
Blogia
fort speech +8 dis 25/45/85
Modding
Editing of the save file can be done via finding the file “storePSsabresofinfinityPSstate” in the Steam installation directory (under userdata, folder name with numbers, 446310, remote) and editing it using notepad or a similar application.

To edit successfully 1) close the game, edit the file and save changes 2) Restart the game and verify changes.

Note if you advance to the next page after editing without restarting the game, your changes will not be saved. To prevent stability issues do not attempt to edit stats before chapter 3.

It is MOSTLY safe to edit after interacting with ships crew and onwards. If you edit too many variables at once you run the risk of the game reverting to the beginning. If this happens, restart your computer and it may retrieve your progress.
Walkthrough (modded)
As much as possible, the stats I manipulate are within reason and can be reasonably explained.
Troop Stats (modded)
Stat Degradation (Lords of Infinity)
The third game of the series, Lords of Infinity (LOI) introduces stat degradation. Character stats degrade periodically, the amount reduced being determined by the fairmath system.

  • Stat 99-80, Degradation -4
  • Stat 79-60, Degradation -3
  • Stat 59-40, Degradation -2
  • Stat 39-20, Degradation -1
  • Stat 19-0, Degradation -0

Generally the higher a value is, the more it gets gets reduced and bonuses are smaller. Inversely, a lower value gets reduced less and boosted higher. Here is a link to help measure changes with a calculator: https://dashingdon.com/play/lucid/fairmath/mygame/index.php

Having a stat at 62 would mean a deduction of -3, reaching 59. A degradation from 59 would be -2, thereby resulting in 57.

My builds are based around these factors, meaning that I try to mitigate the effect of degradation, without having stats being deducted inefficiently; for example having a stat at 59 degrading -2 to 57, instead of 60 degrading -3 to 57.
5 Comments
RRRaggy  [author] 14 Jan, 2024 @ 9:53am 
Eh, Thunderer is only worth considering if you're gonna do horsebreeding in book 3 (cunaris origin + ridiculous amounts of cash). Otherwise he's just a white elephant.
Supply Slut 13 Jan, 2024 @ 2:42pm 
The new horse option only works if you requisition a basic horse and name them “none” - after doing reserve duty it tricks the game into thinking your horse died and you can get a cheaper alternative to thunderer or a better horse than faith.

Given how little health matters in the later games (so long as you don’t make a serious error), I would say just buy thunderer.
Jrunes 13 Jan, 2024 @ 1:08pm 
Hey, not sure if you're still active or responding, but I don't get any option for a "new horse" as listed in the "Fort Kharan" section. I'm sure I've followed every decision you put down.
RRRaggy  [author] 11 Oct, 2020 @ 1:48am 
ur welcome, assuming default steam installation it should be: computer/ C drive/ program files or program files x86 (depends on windows version)/ steam
DubuGimchi 10 Oct, 2020 @ 11:02pm 
Thank you for the great walk through!!
btw I couldn't find the file for the modding