Konung 2

Konung 2

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Konung 2 Basics Guide
By Hawkeye
This guide will start out as a basic skills and first few levels of each of the characters and evolve as I continue making it.
   
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Core Skills
As you complete quests and kill enemies you earn experience. The amount of experience you need to level up is your current level x 100 (100exp from lvl 1 to lvl 2, 200exp from lvl 2 to lvl 3, etc.) Each time you level up you get 25 experience points which you can invest into your skills.

There are 6 core skills. To increase a core skill by 1 point you need to spend 2 exp points. The core skills affect what you can do in game (how you interact with NPCs) and also how much you can increase your non-core/supplementary skills (see the following section.)

Skill
Non-Core Skill Reliance
In-Game Effects
Charisma
Village Management
Every 16 points you can recruit a new party member. I believe this also affects some NPC interactions but it's difficult to test. I tend to avoid investing in this skill early because mercenaries are expensive and some desirable characters require completion of quests which is difficult to do early.
Agility
Unarmed, Two-Weapon Fighting, Mortal Strike, Sword, all 2H weapons, Crossbow, Bow, Smithery
Allows equipping of better crossbows and bows. I'm not 100% of the intervals but higher Agility allows you to run faster as long as your carry weight is a certain amount below your max. As you get closer to your max, you run slower until you're overweight and then you walk. Higher Agility also allows you to attack faster which is good when you weapon skills are lower. More swings = more hits.
Intelligence
Healing, Alchemy, Pathfinding, Identification, Magic, Smithery, Masonry, Village Management
I find this skill to be pretty useless, maybe once I start using magic runes I might find more use for this. Healing and Smithery are the two most important skills but you can grind both of them to 100. Alchemy is the easiest skill to grind, Identification you can buy relatively cheap scroll to identify items (~300GP), Masonry and Pathfinding I haven't found a use, and Village Management can be levelled up using Charisma but by the time you have multiple villages you're pretty flush with gold anyway.
Learning
Everything except Merchant
Level this up to the next multiple of 4 and leave it there because for every 4 points in Learning potentially allows you to raise almost any supplemental skill by 1 (see below). There are probably NPC encounters which use this but it isn't worth the exp point investment. Thankfully, Velmira and Ratabor only need 2 points and the rest only need 1 point to get to a multiple of 4.
Strength
Unarmed, Two-Weapon Fighting, Sword, Axe, Club, all 2H weapons, Bow, Smithery, Masonry
Increases hand-to-hand weapon damage. Allows some intimidating NPC encounters. Allows equipping better swords, 2H swords, and Shields. Will have to determine Strength to damage formula.
Vitality
Axe, Club, all 2H weapons, Pathfinding
Increases your max carrying weight by 1/3 (0.333) of a unit of weight for each point. Allows equipping better clubs, axes, and armour.
Supplementary/Non-Core Skills
All non-core skills range from 0-100 and the maximum value you can level them up to depends on your core skills, with the exception of Merchant. For the formula column, the letters correspond to the first letter of one of the Core Skills, any division is rounded down, and BEDMAS applies.

Martial Skills
Skill
Skill Cap Formula
Notes
Unarmed
(A+S)/2 + L/4
Don't invest any points in here. You should repair your equipment after each battle to ensure that your weapon doesn't break.
Two-Weapon Fighting
(A+S)/2 + L/4
I like the idea of this skill but I'm not sure if the loss of shield armour is worth the increase in damage. Probably is but I wouldn't invest early.
Mortal Strike
A/2 + L/8
You can only start investing here if one of your other martial skills have at least 50 points. Allows for one-shot kills.
Sword
(A+S)/2 + L/4
Wielding a sword relies on your Strength.
Axe
(S+V)/2 + L/4
Wielding an axe relies on your Vitality.
Club
(S+V)/2 + L/4
Wielding a club relies on your Vitality.
Two-Handed weapons
(A+S+V)/3 + L/4
I just lumped all 3 together. They all have the same formula and rely on the same Core Skill to wield as their 1H variant.
Crossbow
A + L/4
Wielding a crossbow relies on your Agility.
Bow
(A+S)/2 + L/4
Wielding a bow relies on your Agility.

Non-Martial Skills
Skill
Skill Cap Formula
Notes
Healing
Ix2 + (L/4)x2
I wouldn't invest any points past level 20. You can grind this skill to 100 but might result in some undesired deaths.
Alchemy
Ix2 + (L/4)x2
Easiest skill to grind to 100. All the plants you use in Alchemy respawn periodically so in the early game while earning money doing deliveries for merchants, you can easily grind this skill.
Pathfinding
(I+V)/2 + L/4
Not sure what this skill does. It probably decreases random encounters while travelling on the map and allows you to travel faster.
Merchant
N/A
For every 1000 gold of stuff you buy in a single transaction, this skill increases by 1 point. You need to sell ~1200 gold of stuff to increase by 1 point.
Identification
Ix2 + (L/4)x2
This skill you can get random points from picking up ground treasures with stat bonuses. This is a skill I wouldn't feel bad about putting points into but would prefer to just use some scrolls to identify some high power items.
Magic
Ix2 + (L/4)x2
Gotta do some testing but I assume that using runes to enchant items depends on this skill. Not sure of values.
Smithery
(A+I+S)/3 + L/4
Another easy skill to grind, especially at lower levels where you don't care about damaging your equipment. If your skill in Smithery is too low, you will reduce the maximum durability of items.
Masonry
(I+S)/2 + L/4
Not sure what this skill does. Would make sense that it decreases the time to build structures in villages you control but I don't know if it even really matters.
Village Management
(C+I)/2 + L/4
Increases amount of tribute you get from villages but at that point it's just a win-more.
How to Make Money
The easiest way to make money is to talk to the local merchant and to deliver a load for them. This is also the easiest way to discover new settlements.

Once you've gained a few levels, the next easiest way to make money is to fight the bandits and Ruler's Soldiers, loot their bodies, and then sell the excess equipment. You won't always be able to carry everything with you so it's best to prioritise the most value per unit of weight. A couple of general rules to remember:
  1. As the required Core Skill value increases, so does the value per unit of weight.
  2. Melee weapons, helms, and crossbows above 10 skill are always worth it.
Item
Core Skill Requirement
Weight
Sell Value
Sell Value per 0.1 wt
Knife
3 Strength
0.2
5
2.5
Dagger
21 Strength
0.3
13.5
4.5
Gladius
28 Strength
0.5
26.5
5.3
Spatum
55 Strength
0.7
107
15.29
Two-Handed Sword
5 Strength
1.2
80
6.67
Two-Handed Sword
?? Strength
1.3
46.5
3.58
Two-Handed Berdicium
65 Vitality
2.7
262
9.7
Ranged Weapons
Solenarius
12 Agility
1.6
67.5
4.22
Crossbow
18 Agility
1.8
77
4.28
Hunting Crossbow
25? Agility
2.0
83.5
4.175
Hunting Bow
21 Agility
0.5
6
1.2
Short Bow
28 Agility
0.6
13
2.17
Infantry Bow
36 Agility
0.7
23.5
3.36
Long Bow
45 Agility
0.8
36.5
4.56
Composite Bow
55 Agility
0.9
53.5
5.94
Copper Arrow
N/A
1.2
30
2.5
Copper Bolt
N/A
1.5
50
3.33
Iron Bolt
N/A
2.1
101
4.81
Helms
Leather Helm
8 Vitality
0.4
6
1.5
Leather Helm
1_ Vitality
0.3
13.5
4.5
Iron Helm
23 Vitality
0.4
20
5
Riveted Helm
28 Vitality
0.7
26
3.71
Hardhat
35 Vitality
0.8
33
4.125
Riveted Helm
48 Vitality
1.0
67
6.7
Egg-Helm
49 Vitality
1.2
60
5
Crested Helm
56 Vitality
1.1
80.5
7.32
Chest Armour
Leather Armor
12 Vitality
2.7
40
1.48
Leather Armor
21 Vitality
2.8
60.5
2.16
Leather Armor
28 Vitality
3.0
94
3.13
Chain Mail
65 Vitality
7.7
215
2.79
Shields
Leather Shield
19 Strength
1.9
33.5
1.76
Small Shield
23 Strength
3.2
47
1.47
Combatant Shield
42 Strength
4.4
120
2.73
Oval Shield
56 Strength
4.4
161
3.66
I realise there are probably gaps on what you can pick up from enemies here but I stopped picking up chest armour and shields because their ROI was so low.