Winter Falling

Winter Falling

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Winter Falling Basic Guide v.0.1.0
By MiniLorax
Basic gameplay guide + strategies + tips + whatever else
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Overview
This guide is current for v9.120 of the game.

This guide provides a generalized introduction/tutorial, unit information, strategies, and tips to beat the game + other game modes.

This guide is a W.I.P, all sections are filled, but are missing some information.
Starting Out
The Menu
The menu contains 4 game modes: Arena, Campaign, Battle Tutorial, and Map Editor

Arena
The Arena mode consists of 2 game modes: Practice Run and Daily Run

The Arena is a PvE experience where players attempt to strategize, manage, and lead their mercenary company to earn the highest points possible.
The Daily Run is where players are assigned the same company and attempt to get as many points as possible in their run to be placed on the daily leaderboard.
(A more thorough explanation will be in another section).

Campaign
The Campaign mode is the main focus of the game.

This mode allows you to select between different companies of varying difficulty levels, starting units, and birds to play as in select campaigns.

Currently, there is only 1 campaign: Conquering Shadows
As of right now, there are 5 endings, though the path to each of them varies.

Battle Tutorial
The Battle Tutorial mode is recommended as the first mode to check out to learn the basics of the game.

It replaces the tutorial battle previously found in Conquering Shadows in versions before v.9.120

Map Editor
The Map Editor is essentially a sandbox mode where you can test out your own scenarios and build maps.
Basic Information
The following sections are about the different elements of the game.
Scouts
This section will cover basic information about the scouts and the scouting mechanic.
  • Scouting is a mechanic available in the pre-battle phase (aka planning phase).
    • Note that any ambush-type battle will not feature scouting because there is no planning phase.
  • During the planning phase, enemy troop compositions, formations, and locations are obscured by dust clouds.
  • You can use scouts to either reveal what is underneath a dust cloud or judge how many enemies are underneath a dust cloud (but you will not be given the exact location or composition).
  • There are several benefits to scouting:
    • Scouting allows you to plan ahead for enemy formations and troop compositions.
    • You can get more food, denari, and fish from scouting clouds with treasure chests.
    • Depending on the scout, you can get more food from scouting enemy formations or damage them before the battle starts.
  • There are currently 4 scouts in the game: Harassing Scout, Mounted Scout, Scout Thief, and Spyglass Scout
Harassing Scout
  • Can reveal a cloud
  • Damages enemies upon scouting them for 8 dmg
Mounted Scout
  • Can only judge clouds. (Tells you how many units are in a certain area)
  • Range is 0.4
Scout Thief
  • Can reveal a cloud
  • Each revealed enemy gives 1 food
Spyglass Scout
  • Can only judge clouds
  • Range is 0.8
Birds
This section will cover basic information about the bird/messenger system.
  • The messenger system is how you will command your troops.
  • The birds are the messengers for your troops and they each have unique perks, # of orders available, and cooldowns.
    • Perks give you select bonuses for using that messenger.
    • Orders is the number of commands you can give to your troops at once.
      • What constitutes as an "order" will be explained later.
    • Cooldown is how long you need to wait between messenger uses for that specific messenger.
  • There are 9 birds total, 6 have infinite use, and 3 are single-use per battle.
Infinite Use Birds:
Infinite use refers to the fact that you can use the messenger without it going away in a battle.
  • Brown Falcon
    • # of Orders: 1
    • Cooldown: 27 sec
    • Perk: +20 charge damage bonus
  • Forest Owl
    • # of Orders: 2
    • Cooldown: 32 sec
    • Perk: 12 seconds to warm-up, 2 bonus active skill orders
  • White Pigeon
    • # of Orders: 2
    • Cooldown: 17 sec
    • Perk: None
  • Black Tit
    • # of Orders: 1
    • Cooldown: 11 sec
    • Perk: Add 4 seconds to own cooldown per use (stacks), -4 seconds to cooldown of other birds that are currently on cooldown
  • Magpie
    • # of Orders: 1
    • Cooldown: 19 sec
    • Perk: +15 charge damage bonus, puts 1 random bird on cooldown
  • Mallard
    • # of Orders: 3
    • Cooldown: 36 sec
    • Perk: Skills that are used with this bird have a 50% cooldown reduction
Single-Use Birds:
Single use refers to the fact that you can only use the messenger once per battle.
  • Blackbird
    • # of Orders: 2
    • Cooldown: None
    • Perk: Skills are free and are immediately off cooldown
  • Song Thrush
    • # of Orders: 2
    • Cooldown: None
    • Perk: Puts 1 random bird off cooldown
  • Jackdaw
    • # of Orders: 1
    • Cooldown: None
    • Perk: +20 charge damage bonus, +4 move speed
Units
This section will cover basic information about the units, although it will NOT give stats on each unit's strengths, weaknesses, etc.
Basic Information
  • Units have multiple attributes associated with them: Race, Role, Mounted, etc.
  • All units consume food (yes, even the undead), so make sure to stock up plenty for your journey.
  • Units have a manpower system; their max HP decreases if they are not at full manpower.
  • Units are shattered when their HP hits 0. After a battle, this is reflected by the units losing their manpower.
    • When their manpower hits 0, they are destroyed.
  • Each unit has the following stats: Health, Armor, Manpower, Influence, Exhaustion, Move Speed, Charge Damage, Charge Targets, Charge Defense, Stamina
  • Each unit also has its own weapons, active skills, and passive skills.
  • Units can level up through the experience gained from battle.
    • To gain experience, a unit must be present in the battle, but DOES NOT necessarily need to defeat another unit.
    • Each battle grants a unit 2 exp points; a total of 5 exp is needed per level.
    • The level-up system can provide units with stat enhancements, either to the unit directly or their weapons, and can also give them new passive skills.
Unit Classifications
  • Races
    Most units have a primary race/faction they are associated with, and they can have sub-races associated with them.
    • Human
    • Undead
    • Greenskins
      • Goblins
      • Orcs
    • Beasts
      • Arachnids
  • Roles
    Most units have a role associated with them, but some officially don't have a role.
    • Fodder
      • Typically, these units are the frontline, have low stats, and are the first to fall in a battle.
      • Most have a high manpower count and so can get shattered often, with a few exceptions.
    • Leader
      • The leader unit is the most important unit on the battlefield; if this unit falls, that side instantly loses.
    • Officer
      • These units provide strong buffs for other units; typically increased HP, and most provide active healing.
      • Losing these guys can devastate either side; their high influence means that their deaths could cause panic and cause other units to lose HP or die outright.
    • Shock
      • These units are the attackers; they typically have high charge stats, inflicting mayhem across the front line, and are generally tanky and powerful compared to other units.
    • Skirmisher
      • These are the ranged units; they will provide chip damage and can be quite a nuisance.
      • Gather a lot of them and they will provide devastating cover.
      • These units are vulnerable to shock units, due to their non-existent charge defense, so make sure they are protected!
    • Support
      • These units provide general stat buffs ranging from faster attack speed to health increase.
      • Some can even restore certain stats like stamina.
  • Stance
    Stance is essentially how a unit responds to being near another enemy unit.
    • Seek Melee Combat
      • This unit will use melee attacks and will head straight towards the enemy when ordered.
    • Keep Distance - Skirmish
      • This unit will attack another unit from afar and keeps it's distance by retreating when an enemy unit is too close.
    • Keep Distance - Support
      • This unit will try to retreat behind friendly units when threatened and will avoid melee.
Unit Stats
  • Health
    • How much damage your units can take before shattering.
    • Max HP can be temporarily increased through other units and passives.
    • Max HP can be permanently increased through leveling up.
  • Armor
    • Armor reduces the amount of damage you take from most attacks.
      • Attacks like poison ignore armor.
      • Each level of armor can reduce basic damage received by 1.
      • Each level of armor can reduce charge damage received by 4.
      • Armor can reduce damage received to as low as 1.
    • Armor can be temporarily increased through stratagems and can be temporarily lost in battle due to skills and passives.
    • Armor can be permanently gained through leveling up.
  • Manpower
    • Represents how many times a unit can shatter from battle before being permanently destroyed.
    • Every time a unit is shattered, it loses 1 manpower.
    • Each missing manpower reduces a unit's max HP by 20%.
  • Influence
    • How much morale gets damaged when this unit gets shattered.
  • Exhaustion
    • How tired a unit is.
    • Each level of exhaustion decreases a unit's attack speed by 10% and a unit's charge damage by 20%.
    • Exhaustion is gained from a unit participating in battles, so manage it wisely during long quests.
    • Exhaustion can be decreased through resting in towns or stratagems.
Charge Stats
  • All units can charge, but that doesn't mean all units should charge; some are better suited to charging than others, and their stats reflect that.
  • Units that get hit by a charge are stunned, and units that get shattered give an additional bonus order.
  • Move Speed
    • How far a unit can charge and also how fast they are on the battlefield.
    • Can be increased through leveling up.
  • Charge Damage
    • How much damage a unit can do when charging into an enemy.
    • Can be increased through leveling up.
  • Charge Targets
    • How many units can be hit with a single charge.
    • Advance units stop any charges.
    • Can be increased through leveling up.
  • Charge Defense
    • How much damage this unit deals to a unit charging at them.
    • Can be increased through leveling up.
  • Stamina
    • How many times a unit can charge.
    • Can be increased through leveling up.
    • Units with 0 stamina have the weak status inflicted on them; they will take more damage from other units.
Weapons and Weapon Stats
Melee units have 1 melee weapon while ranged units have both a melee and ranged weapon.
Each weapon has varying damage, attack speed, and special effects.
  • Damage
    • How much damage a unit can deal.
  • Attack Speed
    • How often a unit can attack per minute, the higher the number, the faster it can attack.
  • Range
    • How far a unit can attack from, only applies to ranged units.
  • Damage Per Minute
    • Calculated by multiplying damage with attack speed.
  • Ammo
    • How many ranged attacks a unit can perform before switching to melee.
    • Only applies to ranged units.
  • Special Effect
    • An additional modifier to the weapon, can be bonus damage or bonus effects.
Active Skills
  • Units can have up to 2 active skills that requires messenger orders to use.
  • Some skills requires heroism points to be able to use while others can be used freely.
Passive Skills
  • Passive skills are base modifiers to the units that does not require orders to be utilized.
  • Some give negative stats while others provide stat boosts.
  • A unit can have multiple passive skills attached to it.
Construction
This section will cover basic information about the construction system.
  • Construction is a mechanic available in the pre-battle phase (aka planning phase)
    • Note that any ambush-type battle will not feature construction because there is no planning phase.
  • Construction allows you to use tools (bought in the shop) to construct structures that will protect your troops, impede enemies, and give you a tactical advantage in the battle.
  • There are currently 5 types of structures that the player can build, however, each of them is limited to specific mercenary companies in the arena and campaign mode.
Abatis
  • Use to slow down enemy units and deal chip damage, should be supported by other defenses and units.
  • Build Cost: 4 Tools
  • Health: 22 HP
  • Passives:
    • Strong Defense: Lose 1 HP when in contact with an enemy
    • Small Obstacle: Enemy units are slowed down
    • Hindrance: Enemies lose 1 HP when in contact with the structure
Rampart
  • Use to stop charges and slow down enemy units, effective against mounted units.
  • Build Cost: 6 Tools
  • Health: 40 HP
  • Passives:
    • Strong Defense: Lose 1 HP when in contact with an enemy
    • Considerable Obstacle: Enemy units are slowed down considerably
    • Rough Terrain: Breaks Charges
Oil Pool
  • Use to start fires, make sure your units aren't caught in it!
  • Build Cost: 3 Tools
  • Health: 24 HP
  • Passives:
    • Strong Defense: Lose 1 HP when in contact with an enemy
    • Small Obstacle: Enemy units are slowed down
Stockade
  • The best defensive structure, use on high ground to create a strong fortified position and even the odds.
  • Build Cost: 8 Tools
  • Health: 30 HP
  • Passives:
    • Strong Defense: Lose 1 HP when in contact with an enemy
    • Great Obstacle: Enemy units are slowed down greatly
    • Rough Terrain: Breaks Charges
    • Good Cover: Enemy units deal 3 less damage when in contact with the structure
Wild Sparks
  • Use to stop enemy plans and units in their track, needs other defensive items and units to be effective, should be used in conjunction with the wolfies unit.
  • Build Cost: 4 Tools
  • Health: 20 HP
  • Passives:
    • Strong Defense: Lose 1 HP when in contact with an enemy
    • Spark Trap: Inflicts stunned and scared status effects on enemy units nearby
Items/Artifacts
This section will cover basic information about the item system.
  • Items are things that you will collect throughout your journey that may or may not affect your battles or world.
  • Items need to be identified to be used and will otherwise not affect your gameplay.
The following are items present in the game:

Strange Sword
  • Identified Name: Loyal Companion
  • Reward: 10 Denari
  • Gameplay Effect:
Eye Amulet
  • Identified Name: Eye of Wrath
  • Reward: 10 Denari
  • Gameplay Effect:
Crooked Watch
  • Identified Name: Time Skipper
  • Reward: 5 Denari
  • Gameplay Effect: When equipped, spend 2 heroism to refresh 1 random messenger
Yellow Flower
  • Identified Name: Dandelion
  • Reward: 1 Denari
  • Gameplay Effect:
Little Fat Man
  • Identified Name: Wiesiek
  • Reward: 3 Denari
  • Gameplay Effect: When equipped, receive a 20% discount in Polichina shoppe
Little Fat Man (dead)
  • Identified Name: Wiesiek (dead)
  • Reward: 1 Denari
  • Gameplay Effect: He died :c
Crude Nightstand
  • Identified Name: Crude & Dirty Nightstand
  • Reward: 3 Denari
  • Gameplay Effect:
Chipped Horn
  • Identified Name: Horn of Zabno (broken)
  • Reward: 8 Denari
  • Gameplay Effect: When equipped, spend 3 heroism to start a panic in the enemy army
Morale
This section will cover basic information about the morale system.
  • Morale is how confident your troops are; low morale is bad for you!
  • Morale can be seen on the top left of your screen.
    • You have a certain max of morale depending on your starting mercenary company, but it can be increased with certain events/quests.
  • Morale, specifically good morale, is lost when units with influence are destroyed. Influence is located towards the bottom left of the unit's info menu.
    • Unit influence determines how much good morale is lost.
    • Certain units like Wights and Spider Swarm have 0 influence and so will not cause morale loss when destroyed.
  • There are 3 types of morale: Good Morale, Damage Morale, and Grave Morale
    • Good Morale
      • This is your "active" morale.
      • If a side loses all of its good morale, then a panic starts in that army, which causes all units in that army to lose 10 HP.
      • After a panic, that side regens their morale to their max morale - grave morale.
      • At the end of the battle, you will regen your max morale - grave morale.
    • Damaged Morale
      • Damaged morale is the morale after you lose good morale.
      • THIS IS BAD! So, try to minimize losing morale, aka troops.
      • Damaged morale gets replaced by good morale at the end of a battle.
    • Grave Morale
      • Grave morale comes from events and CAN NOT be regenerated after a battle.
      • Functions the same as damaged morale, but outside of battle.
      • To turn grave morale into good morale, you must rest or use a stratagem.
Stratagems
This section will cover basic information about the stratagem mechanic.
  • Stratagems are a mechanic in the pre-battle phase.
    • It won't be available during ambush-type battles.
  • They give you certain bonuses at some cost.
  • There are 4 stratagems as of right now: Blood Oath, Dig In, Liquid Courage, and Rush Them
    • Blood Oath
      • Revive 3 morale at the cost of 10 MAX HP for every unit for one battle.
    • Dig In
      • Cost 8 tools.
      • All units gain 2 armor and lose 10 charge damage for the battle.
    • Liquid Courage
      • Spend 6 food and your units lose 2 exhaustion permanently.
      • Units suffer double panic damage.
    • Rush Them
      • Your units gain 10 charge damage and lose 3 armor for the battle.
      • Unable to use scouts or fortifications.
Heroism
This section will cover basic information about the heroism mechanic.
  • Heroism allows you to utilize certain active skills that cost heroism.
    • During battle you can stockpile up to 6 heroism points.
    • Active skills will either require 1 or 0 heroism points to use.
  • During each battle, certain enemy units are marked with a heroism icon.
  • Destroying a unit with a heroism icon will net you 1 heroism point.
  • At the end of each battle your points will reset to 0.
Fate Dice
This section will cover basic information about the fate dice mechanic.
  • Fate dice are dice that you roll to determine certain event outcomes during your campaign or arena run.
  • Each dice can roll into one of 2 outcomes: Hearts and Bones
    • Hearts essentially allows you to succeed in an event, the more hearts you roll the better the outcome depending on the kind of event.
    • As long as you roll at least 1 heart you will receive a positive outcome regardless of the amount of bones.
    • Bones mean you don't succeed the event, and will receive whatever consequence there may be if you manged to not roll any hearts, although sometimes it means you don't get any reward.
  • There 2 different types of fate dice: Regular and Loaded
    • Loaded fate dice will attempt to re-roll themselves if they landed on a bone side first.
    • Regular fate dice do no such thing.
  • Each starting company has a certain amount of starting fate dice.
  • You can earn more fate dice by completing certain quests.
    • Some quests will give you loaded fate dice while others regular fate dice.
    • Some quests will not give you fate dice at all.
  • You can have up to 14 fate dice of any combination.
  • Fate dice can allow you to escape defeat if you managed to roll a heart.
Battles
This section will cover basic information about battles and battle phases.
Types of Battles
There are 2 types of battles: Pitched Battles and Ambushes
  • Pitched battles are the standard battles for the game, including a pre-battle phase where the pre-battle mechanics like scouting and construction are available.
  • Ambushes are a unique battle type where the pre-battle phase is unavailable, meaning your troops are randomly placed and you can not use any pre-battle mechanics like scouting and construction.
Pre-Battle Phase
This phase is only available for pitched battles.
  • Enemy units are hidden by dust clouds; the scouting mechanic is utilized here to uncover their positions.
  • Your units can only be in set areas, and sometimes, only a limited number of units can be deployed in a certain area.
  • You can construct fortifications to improve your position or set traps.
  • Stratagems can be used to improve your situation as well.
  • You must equip all your messengers to exit this phase (but not all your units; you can send as little as one unit into a battle).
Battle Phase
Victory Conditions
There are 2 sub-battle types that have different victory conditions:
  • Survival: Survive until the timer runs out or destroy the enemy army.
  • Standard: Destroy the enemy army.
  • Your objective is to achieve the victory condition as stated above.
  • You can quit, which results in an immediate defeat.
Post Battle
  • After every battle, your troops will gain 2 experience points
  • If they have 5 experience points, they will level up, and you can select their level-up upgrade in this menu.
  • Any troops that are shattered will show up on the right side of your screen.
  • When returning to the main world map, you will be told how much manpower you will lose across the shattered units; you can save some of them with grace with a 50% success rate.
Mercenary Companies
This section will cover basic information about the mercenary companies.
  • The mercenary company is your starting force in campaign mode, or decides your available unit and bird selection in the arena mode.
  • Currently, there are 4 mercenary companies to choose from: Zlota Kompania, Black Company, Egg Riders, and Snek Boys
  • Each mercenary company has different units and birds with their positives and negatives. No one is the same!
Zlota Kompania
  • Considered the easiest company to use.
  • Consists of:
    • Scouts:
      • 4 Harassing Scouts
      • 4 Mounted Scouts
    • Birds:
      • White Pigeon
      • Black Tit
      • Magpie
    • Units:
      • 2 Swordsmen
      • 4 Spearmen
      • 2 Captains
      • 1 Supply Wagon
    • Construction:
      • Abatis
      • Stockade
    • Fate Dice:
      • 7 Fate Dice
    • Morale:
      • 8 Morale
Black Company
  • A more difficult company to manage, but it has stronger units.
  • Consists of:
    • Scouts:
      • 4 Scout Thieves
      • 2 Spyglass Scouts
    • Birds:
      • Forest Owl
      • Song Thrush
      • Jackdaw
    • Units:
      • 4 Swordsmen
      • 1 Catapult
      • 2 Greatswords
      • 1 War Drums
    • Construction:
      • Abatis
      • Rampart
      • Oil Pool
    • Fate Dice:
      • 3 Fate Dice
      • 3 Loaded Dice
    • Morale:
      • 9 Morale
Egg Riders
  • A very difficult company to manage, no starting units can heal other units, and lower morale makes health and morale management important.
  • A low amount of fate dice makes luck-based events difficult to pass.
  • Consists of:
    • Scouts:
      • 1 Scout Thief
      • 2 Harassing Scouts
      • 3 Mounted Scouts
    • Birds:
      • Forest Owl
      • 2 Blackbirds
    • Units:
      • 5 Light Riders
      • 2 Heavy Horses
      • 1 Brigands
    • Construction:
      • Abatis
    • Fate Dice:
      • 5 Fate Dice
    • Morale:
      • 7 Morale
Snek Boys
  • A difficult company to manage, most starting units have very low armor on top of a disorganization debuff due to being goblins, making them very squishy.
  • Unique in the fact that they are the only starting company that isn't human.
  • Goblins have a rage passive which makes them glass cannons and so very effective when used correctly, but if used poorly, will lead to defeat.
  • Loaded fate dice, making luck-based events easy to pass
  • Consists of:
    • Scouts:
      • 3 Scout Thieves
      • 5 Mounted Scouts
    • Birds:
      • Brown Falcon
      • Mallard
      • White Pigeon
    • Units:
      • 4 Stickies
      • 2 Biggies
      • 2 Wolfies
      • 2 Farmies
      • 1 Shieldies
    • Construction:
      • Wild Sparks
      • Abatis
    • Fate Dice:
      • 4 Loaded Dice
    • Morale:
      • 7 Morale
Strategies/Tips
This section is dedicated to general tips and basic strategies.

Using Orders/Birds
In general, you can use birds however you like and in any order; however, 2 birds should be used last.
  • The Black Tit and Magpie are the 2 birds that should be used when all other birds have been exhausted.
  • The Black Tit reduces the cooldown on all birds, so it's optimal to use it as either the second-to-last or last bird in order to get other birds off cooldown faster.
  • The Magpie puts a random bird on cooldown; however, if all other birds are on cooldown, it will not reset a random bird's cooldown, so it's optimal to use it as the last bird.
  • If you have both the Black Tit and Magpie then the order should be: all other birds -> Black Tit -> Magpie.
Certain birds are more optimal to be used with certain units.
  • The Brown Falcon, Magpie, and Jackdaw should be used with charge units such as Wolfies, Heavy Horses, Parties, Nighties, Light Riders, Biggies, Furies, Big Rey, Furry Spiders, Merchant Spiders, and Giant Spiders.
    • The reason is that those birds provide bonus charge damage to units being ordered by that bird, and these units have a combination of high charge damage, a high number of charge targets, high move speed, and charge passive skills.
  • The Forest Owl and Mallard should be used with units with free active skills, such as Catapults, Spearmen, Stickies, Wights, Captains, Biggies, Wolfies, Shortbows, Flying Stickies, Cerulean Beasts, Explosive Spiders, and Spider Swarms.
    • It is important to note that some free skills should not be used unless as a last resort, such as the Explosive Spider's self-destruct.
    • Some skills need multiple applications in quick succession to be useful, and one usage is not enough (hence why these birds are best for such a scenario), such as the Wolfies' Howl and Spider Swarms' Spiders! skills, which require 3 triggers to be effective.
    • Some skills, such as Cerulean Beast's Jagged Needles, Biggie and Captain's Rally, Catapult's Flaming Urn, and Shortbows' Flaming Arrows, should only be used when needed.
Arena Mode
This section is dedicated to the Arena mode and will explain its mechanics.
First, we will discuss the difference between the 2 modes and then focus on the Arena from a daily run perspective.

What is it?
The Arena has 2 game modes: Practice Run and Daily Run

Practice Run
  • Easier than the daily run
  • Unlimited Tries (You can do this mode as many times as you like)
  • Unlimited Choices (You can choose whichever mercenary company you would like to use)
  • Unlimited Draft (You can redo your draft as much as you like)
  • No leaderboard

Daily Run
  • Harder than the practice run
  • One Try (You can do this mode once per day)
  • Everyone starts with the same mercenary company
  • No draft redos (You get what you get)
  • Sauce is mandatory (Each day has a set sauce enabled by default)
  • Daily Leaderboard

How does it work? (Daily Run Perspective)
Starting Off
  1. The game will tell you the mercenary company for the day.
  2. You will then be provided a draft where you have to select between 3 choices of a combination of units, birds, food, fish, tools, morale, scouts, or denari for a minimum of 12 rounds.
  3. Lastly, you can select the sauce (point) modifiers that you want (with 1 already being selected by default and unable to be deselected).
    Note: The MAX score multiplier is 5.77x with all sauces enabled.

The Actual Run
  • You will have to do multiple encounters with multiple options to choose from.
  • There are 5 types of encounters: Battles, Dangerous Shortcuts, Peaceful Meadows, Rumors of Treasure, and Towns
  • Each encounter requires a certain amount of time and food to reach.
Battles
  • Battles have 3 sub-types: Ambush, Pitched Battles, and Final
  • Each battle has a difficulty stat and a bounty reward.
  • Higher difficulty battles are harder but provide a higher score at the end.
  • Bounty reward varies between battles.

Dangerous Shortcuts
  • You can take a dangerous shortcut to save on time and food
  • You will roll several dice to determine your success with this shortcut
    • 0 hearts - Some losses (You lose about 1/4 of your denari, food, and fresh food)
    • 1 heart - Small losses (You lose about 1/8 of your denari, food, and fresh food)
    • 2 or more hearts - No losses
Peaceful Meadows
  • Nothing bad happens here, so you can go through here to save on time, exhaustion, and resources
Rumors of Treasure
  • 0 hearts - Nothing happens
  • 1 heart - Treasure found (You get a small amount of denari)
  • 2 or more hearts - Great treasure found (You get a large amount of denari)
Towns
  • Here is where you can replenish on food, fish, and troops.
  • You can also rest your troops here.

The End + Scoring
  • After the final battle, your run will end
  • Your score is calculated based on 4 factors: Skulls Collected, Encounters, Troops Lost, Days Spent
    • Skulls Collected: How many skulls you have gotten from battles. (Higher difficulty battles will net you more skulls).
    • Encounters: How many encounters you had. (Generally, everyone will have the same of this score if they complete the run without losing a battle, and each encounter gives 10 points)
    • Troops Lost: How much manpower you lost. (Each loss costs 2 points)
    • Days Spent: How many days it took for you to reach the end. (Each day costs 1 point)
  • This base score is then multiplied by sauce multiplier to give you your final score for the multiplier.

Campaign 1: Conquering Shadows
This section is dedicated to explaining how to get the 5 different endings for the campaign. (SPOILERS AHEAD obviously)
Endings:
  • Order Restored
    To get this ending, you must be a good person and NOT be evil (very hard for some people).

    • Take the "Investigate Village Ruins" quest.
    • In the "Escort Needed. Good Pay!" quest, DO NOT kill the guide; instead, kill the caravan pig.
    • In the "Escort Needed. Good Pay!" quest, DO NOT burn down Mozan if prompted.
    • In the "Escort Needed. Good Pay!" quest, DO NOT trade the strange sword.
    • Take the "Destroy Black Hand" quest to complete the ending, if prompted, DO NOT trade the amulet.

  • New Prince
    To get this ending, you must be a bad person and choose negative choices.

    • Take the "Investigate Village Ruins" quest.
    • In the "Escort Needed. Good Pay!" quest, accept the reinforcements.
    • In the "Escort Needed. Good Pay!" quest, kill the caravan guide.
    • In the "Escort Needed. Good Pay!" quest, burn down Mozan.
    • In the "Escort Needed. Good Pay!" quest, DO NOT trade the strange sword.
    • Take the "Good Pay. Don't Ask." quest. Scare the mob and hand over the amulet.
    • Take the "#$?$%" quest.
    • Take the "Join Your New Prince" quest to complete the ending.

  • On the Giant's Shoulders
    To get this ending, you must have the amulet and learn a secret password.

    • Take the "Woofs?!" quest.
    • Take the "Glory Awaits!" quest.
    • Set up camp in the quest and drink before going to bed.
    • Take the "Investigate Village Ruins" quest.
    • In the "Escort Needed. Good Pay!" quest, DO NOT trade the strange sword and make sure not to trade it in future quests.
    • If taken the "Good Pay. Don't Ask." quest, keep the amulet.
    • Take the "Samipin Burns!" quest otherwise to get the amulet.
    • Take the "What If..." quest for the ending.

  • Friends of Mr. Zaietz

    • Take the "Investigate Village Ruins" quest.
    • Trade the strange sword in the "Escort Needed. Good Pay!" quest.
    • Take the "Samipin Burns!" quest.
    • Take the "Identifying Artifacts! Cheap!" quest.
    • Take the "Destroy Black Hand" quest and trade the amulet away.
    • After the battle, GO TO SZASTARKA and defeat the monster to get the ending.

  • Far Cry From Adventure
    This ending is by far the easiest to get and is considered a bad ending.

    • Choose the "Not my problem" option at the start of the campaign.
    • Get ending (No, literally that's it)