Peer selection and recommendation in the second stage of riding and chopping

Which of our companions in Ride and Kill 2 are worth recruiting later in the process? Let's share with you the choice and recommendation of NPC in the middle and late stage of the game for the reference of gasoline users.

The choice of the deceased companion

1. A suitable companion for troops

Spice seller: Arcelor, 2 positive personality, 460 proficiency 120 single hand 140 crossbow 100 transaction 100 management.

Jane: Cusette. Personality 3 positive, 555 skilled 90 hands 135 bow and arrow 70 running 100 rogue 80 trading 80 management.

Besides organizing caravans to make money for you and improve your trading skills, the biggest advantage of these two goods lies in the large number of troops. Even if you randomly generate 1 intelligence (this meeting) and 0 management expertise (this has never happened), you should lead the troops alone with more than 70 people. There are less than 300 people (not counting your wife Lena) when you form a third-class family. You can basically walk sideways in the wild with 300 elite soldiers.

Falcon: Arcele, 2 positive personality, 120 one-on-one hit 130 long pole10 throw 130 ride 100 tactics.

Golden descent: Arcele, 2 negative personalities, 790 proficient 180 single hand 190 long pole 150 throwing 170 riding 100 tactics.

Wanderer: Arcele, 2 positive personality, 670 proficient in 120 one-on-one hit 130 long pole10 throwing 130 riding 80 reconnaissance 100 tactics.

The three vagrants in Arcelorè s have the same tactics as the lords. When leading troops alone, there is little difference in strength and no loss. Bowing, running, forging and trading are zero, and proficiency can be improved and upgraded quickly through practice. The disadvantage is that you were not skilled in management at first and led too few troops in the early days. If the social and intellectual scores are randomly above 2 points, you can be considered as the commander of the independent army. First, practice archery, running, forging and crossbow to the upper limit, then form a caravan to mix management and then lead troops. Remember to give all kinds of food to the caravan to improve management skills.

2. Functional counterparts

Scout: Most of the skills of scouts can't be superimposed, so I suggest you master them. You can train a scout companion in special occasions.

Garbage man: two negative personalities, 585 proficiency 150 hands 1 10 running 185 bow and arrow 140 reconnaissance, the highest bow and arrow proficiency and reconnaissance skills.

If his random attributes and talents don't satisfy you, consider the following two alternatives.

Wanderer: Patania, 2 positive personality, 270 skilled 100 single-handed10 long pole 60 reconnaissance.

Wanderer: Valendia, 2 positive personality, 360 skilled 120 single hand 140 crossbow 100 reconnaissance.

The characteristics of these two NPCs are specialization and mastery of reconnaissance, but their primary level is low, their skills that are easy to practice are all 0, and they can quickly upgrade their levels, and their personalities are also good. As long as random attributes are not residues, the skill points of attributes that can be allocated at the same level are much higher than those of garbage people.

Medical officer: most of the skills of medical officers belong to members of the army, so the more treatment members of the army have, the better. Using peers as medical officers will still increase their medical experience.

Scholar: Arcelor, personality 1, active 1, 400 skilled 100, throwing 90 runs with one hand 120 medical treatment.

Surgeon: Emperor, with four positive personalities, 290 skilled, 70 single-handed, 70 throwing, 70 running and 80 medical treatment.

White willow bark: Stegia, 2 positive personality, 290 skilled 70 one-on-one hit 70 throwing 70 running 20 reconnaissance 60 medical treatment.

Therapist: Batania, personality 1, active 1, 330 skilled 70 single-handed 70 throwing 70 running 40 reconnaissance 60 medical treatment.

Herbal monk: Valendia, personality 1, orthography 1, 430 skilled, 70 throwing with one hand, 70 running, 80 charming, 40 trading, 60 medical treatment.

Baicao monk has the highest rank, which means it is the most difficult to upgrade. I really don't understand what an 80-40 deal is. I was the first to go out. The remaining four suggestions are to choose an NPC whose attributes are not defective.

Engineer: useless skills in the early stage can be used by recruiting an NPC with engineering talent in the middle stage and practicing it by yourself in the later stage.

Jawar: Arcele, 2 positive 1 negative personality, 290 proficiency, 90 single hand 120 crossbowman 80 project.

Seeking knowledge: Cusette, 1 positive 1 negative personality, 240 proficiency, 60 single hand 100 archer 80 project.

Mechanic: Valendia, 2 positive 1 negative personality, 370 proficiency, 60 single hand, 70 long pole, 70 throwing, 90 riding and 80 events.

Scholar: Imperial, 1 positive 1 negative personality, 270 proficiency 70 single-handed 70 throwing 70 running 60 events.

Choose one from four, endurance, control, intelligence and vitality are all above 2, and the cultivation of high intelligence.

Manager: Just do it yourself.

3. bodyguard NPC

Swordsman, female wolf, blood axe, ranger. ) The four NPCs have the strongest pedaling power, and they are trained with legendary drums (reducing the infantry morale of AI troops) and notorious talents (increasing prestige after fighting 10%), with high control and endurance attributes. These two skills belong to the talents of military members and can be superimposed to create multiple effects, while the four two-handed swordsmen's zero riding, forging and all ranged skills, although highly proficient, have increased.

Roamer: Empire, 2 positive personality, 2 10 proficiency 100 single hand10 long pole, is the lowest NPC, if there is no attribute defect, it can be cultivated patiently.

To sum up, it is best for NPC recruits to have a blacksmith, and the other two have endurance of not less than 2 (forging can burn at least 25 charcoal on the premise of endurance of 2 and 0), and it is best to have bow and arrow skills, thieves or reconnaissance expertise (increase the number of trophies and slightly improve the moving speed). Because the function of the early NPC was mainly to burn charcoal to make money, melt weapons to unlock accessories, and forge weapons to make money (without cutting and forging 1.2 1), if the endurance of the non-blacksmith NPC you recruited at first reaches 1 at random, strip off his equipment (including civilians) after using the melted weapons, and let him leave for a new one (stripping off clothes is not expensive, but it can be prevented)