Walkthrough: 20 days Paladin Elf with Entertainment

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gsanders

Grandmaster Knight
I wanted to take a moment to show how I personally would do this character, as a sort of template for "best practices":
  In 40 days I gain level 6 with only 2 fights, one of which was by clumsiness, and along the way I equip a half dozen or more companions, gain a starting force, get horses, get a large diversity of food, get good helmets, good boots, and have renown sufficient to become anyone's vassal.
I suppose it needed at most 90 minutes of my time.

  In short, Paladin, Cleric, and Bard use mainly Charisma.  Cleric mainly gets to choose a deity, which gives a unique summoned weapon, and changes how some spells perform (better or worse depending on the deity and alignment).  Bard, pretty much anyone can duplicate by getting an instrument and pumping up charisma so to boost "entertainment" skill, which is charisma limited.  Paladin, like Barbarian and to an extent Necromancer, is unique in that it can't be taken as a second class. Necromancer COULD be a second class, by becoming a lich, but let's stay focused:
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  I chose Male (mainly to marry a kingdom lady later and add her to my party), Elf race,
    Steppe Nomad to have riding, athletics, and several wilderness related Rigale skills;
    Street Urchin  to pump up athletics and agility and have more Rigale streetwise skills;
Paladin, and loss of a loved one to pump up charisma one more.
  I choose to NOT take the horse and instead prefer to walk, giving me in coin what a charger would have cost. 
  I plan to buy the cheapest horse I can, here or the next town and maybe some normal bread.

  I chose to invest some of my weapons points in throwing because I might summon a weapon later, but it could have gone into archery
or 1 hand weapon instead.  I chose Entertainment at 5 because this allows a reasonably high success chance at medium difficulty; highest difficulty would fail far too often.  I'll alternate playing attempts between lowest and medium difficulty.
 
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  I choose go find an inn  in order to get the opening bandit quest started
  ... which allows the image shown for #4 to display...
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  choosing the last option sends me on my way.
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  In town I pick up two companions
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  and head off to the elf villages.  The first one has a good price on grapes (50 or less) so I buy two in order to show a neat trick.
  Grapes normally go bad, a process that takes about 5 days.  We can (usually) instead choose to turn those into raisins, which don't spoil.
  While we're here we'll hire any elf women we find (they cast spells, the men fight but spell casters are probably worth more early on).
  There are some expertly trained (tier 3) soldiers as well, but they're not my priority until I've found a lute or lyre at a village, so I can get a job entertaining in towns.
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  after finishing in town and looking around to make sure I don't see anyone that might attack me, I go to camp menu, "actions",
  preserve some of my raw food, and it looks to tell me what foods I have in inventory that qualify.  I select grapes and hopefully get raisins.
  If I fail, one of the two grapes is lost and the other is still in inventory, so I could try again after buying one more set of grapes.
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  As you can see both the value and the servings count went way up, while weight dropped considerably.
  You probably already knew that if your party carries less weight, you move faster --
    as you would if there were more horses in inventory (up to 6).  We'll get horses in a while.
First we need a job...
 
part 2:  I need a job
  I go visit the third village and get a message that it has an epidemic, but there's no menu option to deal with it...
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  This is because Rigale layers need a little more than usual training to know how to best cope with all the diverse options.  So Rigale
is turned off, "mostly".  I'll turn on some of it just to show how epidemics can be an income.  But ... you get MUCH more money as your party size is bigger; 1-10 gets paid one rate, 11-20 a bigger fee, etc.  We have exactly 10, and its a village, so the rate is pretty low.  First we need to flip some switches:
  leave the village, select "Camp" menu, select "Phantasy Settings":
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  for anti-woman prejudice if you want modern day equality choose "disabled"; if you want every last lord to behave like a pig select "High"
  and default is about correct for Medieval society in general.

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  sorry, but I turned off flight.  It's for later.  Yes, I can fly in this mod. As in really leave ground.  No, you don't get to. Yet.  It's technical...

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  now I get the menu to treat Epidemics, among other things.

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  when I go to this menu, the game (that is, some scripts I wrote) examine your party's skills for {wound treatment, surgery, first aid} and give some bonuses for having "nurse" class or "cleric" class persons in your party.  The alignment of your clerics will either boost their effective level or retard their effective level, as evil clerics deal curses but are weak at heals, while good ones are the opposite.  Most human factions are neutral, excepting blazing hand, while orc/drow/undead factions are always evil for their clerics.  If the score comes out 10+, a third option shows: "treat the epidemic".  This is a gold mine.  Jeremus counts as "good aligned", by the way...

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  except the tiny size and complete lack of skills, plus being a village, pays little.  You're stuck doing this for a day, during which time at least that pack of orcs just outside town will not come attack you.  Step carefully as soon as you turn in your shovels though!  The village relation just shot up though, which in itself is a reward...

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  and they have an instrument.  They're rare but not THAT rare.  I've been saving half my starting money for this.

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  entering town now shows me a new menu selection; I'd see the same thing, without hunting for an instrument, if I chose to be a bard.
But this way I can do bard stuff AND be a paladin, which has spells, heals, blessings, and a speed buff.  Bard just ... seems unfinished.

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  I want to start with the lowest setting, and build a cushion of 2-3 successes before attempting the middle setting. I will never select the last setting unless desperate -- the risk of fail goes MUCH higher as you move up difficulty, and the penalty is harsh.  Always cap yourself at one below whatever it supplies as highest setting.  Don't give speeches.  Just don't.  Oh, and entertainment is a PARTY skill, its no longer just you.

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  You'll busy for 3 hours and then sit at town, looking like nothing happened. You're expected to go buy drinks at the inn or leave town and you get your tips, if any, 1 hour later.  So go kill time at the inn...

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  and there's your first payday.  120 gold and 150 exp, for a 4 hour gig.  Repeat a couple times, but you'll also fail too.  The penalty for failing is smallest at "perform something simple".  The payoff  / penalty exactly doubles at next difficulty, and triples at the third difficulty.  These range between 100-400 coin at lowest level, so double that at medium.  A 800 coin payoff is pretty fast money, but you'll fail around half the time at this entertainment skill level.  You could have one of your henchmen build entertainment skill instead... but you need to have the instrument, and at least some skill, that your party companion is boosting.

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  by the fourth success I was trying the middle difficulty, and dinged to level 2.  No one was killed getting my level.  All my starting cash was
recovered. I had food, some companions, a cheap horse, and a fairly expensive bow and barbed arrows.  That's week #1.  I'm probably 20 minutes into the game...
 
part 3:
  leaving the elf lands and headed to Curaw to boost supplies...

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  Here I have upgraded bow, arrows, bought a helmet for Katrin, a hunting crossbow (all I could find that was in good shape)and some bolts

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  spent my skill point in intelligence, since among other things intelligence earns Rigale skillups sooner, although we need far more income before we can take time for guild learning or crafting.  For now, I want trainer +1 and faith +1, since higher faith both gives more "cleric mana" for spells but also unlocks higher abilities.  The training is just so my companions can start to get exp as well.

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  I ding level 3 quickly again while recovering cash and...
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  put it again into intelligence, this time buying 2 faith points to unlock most of the paladin auras.
  I have 50 faith points (5 faith * 10) in battle and they slowly regenerate after using them...  enough for around two uses of an aura or
5 simple heals.  Or, I could summon 5 throwing hammers with that mana, and a summoned weapon can't be dodged.

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  Now that I can afford it, I can buy a few of the tier 3 troops two of the villages have, 3 from each, giving 6 elf archers.
  They dodge pretty well by the way.  I move them up so the weaker and unarmored elf women arrive behind them, giving them a little protection.  If I had a healer I put that last; I usually put my mounted companions last too so that if there is a charge they dont run ahead of the foot line before I can call them back to follow me.  But you're welcome to do whatever suits you.  PBOD so the formations AI is slightly different.
You might want to go through PBOD settings and adjust that as well before your first big fights; there are many options worth setting.

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  later I invest in some cheap drinking water and off camera buy a pig at discount - it was another village's specialty.
  The problem with pork meat is this -- it ALSO goes rotten.  Unless you smoke it to preserve it, in this case turning it into sausages.
  So we do so...  smoked Sausages don't go rotten, at least, not in Calradia.

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  I could get vassal invitations starting at renown 160, so I should go visit anyplace I want to make money from first and then either hang out to get a vassal invite or easier still just push my way up to the King or Queen and ASK.  For a woman it's only slightly harder -- there are 3 Queens,  the Elves, the Drow, The Blazing Hand, and the Mageocracy is talent not gender driven. (there is a female lord there, which opens some possibilities for male suitors -- or female ones for that matter!)

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  I head to Curaw to look for fancy bows (but cheaper ones than sold in the Elf kingdom), any new companions, and especially some better
crossbows.  I could use some better helmets, boots for Katrin, and cash is always welcome...

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  eventually I go to Reports, Factions Relations report (with Prejudice) and it shows that in the Dwarven lands I couldn't get in the gates with THIS
party BUT at least their lords won't attack me on sight.  The top red number is how they feel about the races in the party, the text "indifferent" tells me that from a Diplomacy standpoint  they don't think they're at war, they just don't want a bunch of unescorted Elves tramping around their town and getting airs.  I could hire a couple dwarves along the way to balance the party and we could do some quick and extremely profitable business there, speculating in cheap iron and picking up some dwarven fighters to be the front line and a few skirmishers to become arbalest (firearms) marksmen.  Firearms can't be dodged.  That's a useful thing.  But then again, Magic spells can't be dodged either.  Dodge itself isn't over powered; it's sort of subtle now.  I felt it is a foundation needed for martial arts later, and a gift to Rogues.  Or street wise paladins, either/or...

  By now we've reached around the 40th minute in-game.  I spent far more time than that just trimming pictures and commenting, but hopefully your first hour isn't a festival of "why can't  I get money".  There's money everywhere, if you stop looking only in the places other mods keep it.
Slavery is sort of broken -- well, IF you run fast you sell in time, but you're more likely to recruit captives than sell them.  Doing THAT needs you to TALK to them; the actions menu recruit is a disaster from Native game.  Here, you TALK.  And wait an hour if they spit, and talk again.  Sometimes you get lucky.  Once in awhile being generous with captives you were likely to forfeit anyway pays subtly also.  You'll see.
I suppose it depends who you took captive though... And as for loot - it exists.  I suppose no one MAKES you take an honest job...
 
part 4:
  So while having quality thinking time (translation: sitting on the toilet) it occurred to me I probably should not drag a first time player through the sea raider spawns along the coast north of Tihr, and there are the mountain bandits just the other side of the ridge along the hills between Dwarf and Praven.  Also near the hill just east of Praven, the crazy mage parties spawn, and these are quite likely the worst encounter possible, excepting perhaps wandering demons or the 3 immortals.  It's just there is SO much easy money carrying iron from Dwarf lands to sell in Praven that it seemed a no brainer to at least TRY.  But the player really has to have some pathfinding and a little spotting to wiggle past the spawns, and not try to speed travel.  That's a lot to ask from many users.

  I myself got caught by a sea raider party and lost half my tier 1 elf women, saved only by having those 6 tier 3 elf archers, and managed to retreat early enough in the fight I could leave then limp my way to the nearest village to re-hire more troops, in order to scare away mountain bandits on the other side of the mountains.  I then made a huge amount of money (several thousand! in coin) with a single trip to Praven after loading up on 81-ish cost iron in dwarf lands and selling for 250ish in Praven and 330ish in some other cities nearby.

  But for a less Merchant approach, from Curaw, you should take your size 20-35ish party to Khudan, and hunt around behind Khudan away from the river looking for tundra bandits.  You might also add some novices or female novices from blazing hand villages also.  The female novices become mounted paladins; the male novices become well armored foot clerics.  Both are useful in boosting party healing.  You might also talk to any bandit mages you capture and offer to take them into your party.  They'll have a chance to convert to normal mercenary mages when they next skill up.  Do NOT try to recruit via Camp menu: actions.  Instead TALK to the captured troop.  This sequence trains your troops up with relatively small loss, compared to having to face very high armor sea raiders.  Tundra bandits have light armor, which may well help your companions dodge better, so this is a good and cheap start. The leather items sell better than you are used to also.  Remember there is an auto-loot and configurable auto-sell. Don't let auto-sell strip away your cheap mounts -- first time you try to auto-sell, select CONFIGURE and uncheck mounts.  I'd also lower the threshold for "trash" items to 40 coins instead of 50.  Auto loot and auto sell save a little time, and time matters...

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  the Player's weight equipped is not shown correctly. I pre-weigh all the troops at game start to save time loading in battles,
and have a routine that weighs all the companions, lords, and heroes which runs exactly before this report, but missed the separate step of weighing the player, who is outside the range of normal troops and outside the range of normal heroes.  So it has "0" recorded for the players weight.  In actual battles the player is weighed correctly, setting correct encumbrance and therefore with correct dodge.
I'll reflect this on next build (v143)
 
madboy said:
Which version are u playing? I don't have those menus in my game (0.723 full)...

  Yeah, see, so you probably are thinking, you have the best because Guspav himself posted it, even if it was in May 2014.

  You should see THIS post https://forums.taleworlds.com/index.php/topic,279776.msg8835257.html#msg8835257  Sept 02 2017
where Guspav mentions I'm officially on staff for this project.

  I have a version that you don't.  Mine does new tricks.

  - GS
 
This is very helpful information gsanders. Thank you for taking the time and effort to detail all this out.

Question for you. When you treat epidemics it has a listed risk of low, medium, high. What does that mean? Specifically what kinds of things could happen to you or your party as a result of that risk?
 
It's actually possible for your men to catch the disease when treating it. I've had it happen when curing the plague. Presumably higher risk activities increases that chance.
 
My party has high wound treatment and such so I didn't notice any ill effects. There's a button in the camp menu that tells you if your men are currently sick. Mine were apparently cured very quickly. So that's good news for you if you treat the infection. Apparently the danger is low if you have a skilled doctor.
 
Morrowind Mod Man said:
My party has high wound treatment and such so I didn't notice any ill effects. There's a button in the camp menu that tells you if your men are currently sick. Mine were apparently cured very quickly. So that's good news for you if you treat the infection. Apparently the danger is low if you have a skilled doctor.

  exactly.  Its possible for random party members to get sick and die suddenly.  As [wound treatment + surgery + first aid] approaches 10 the chance of curing disease within your party becomes fairly high.  There is a small bonus for having clerics of a certain level in your party, or even blazing hand nuns and paladins.  Jeremus is a cleric by the way, so get him high enough level and he counts a second time for a small incremental buff.
 
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