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![]() Bronto Burt Level: 9 Posts: 34/34 EXP: 2571 Next: 591 Since: 01-13-25 From: Homeless in Columbus, Ohio in the United States Last post: 2 days Last view: 2 hours |
The Skills in Romance of the Three Kingdoms X have important roles in progression. Without certain skills doing things could be way more difficult.
Here is a complete list of skills and all known effects of them: Politics: Uses Politics for Learning or Instructing Farm: Allows you to do Farming for up to 50 days at a time, affects CPU work when given this task and they have the skill. Pretty useful for gaining Fame, do 30 days with 100 gold to get an easy 6 Fame when not given the task or as a Free officer. Trade: Allows you to do Trading for up to 50 days at a time, affects CPU work when given this task and they have the skill. Pretty useful for gaining Fame, do 30 days with 100 gold to get an easy 6 Fame when not given the task or as a Free officer. Tech: Allows you to do Technology for up to 50 days at a time, affects CPU work when given this task and they have the skill. Pretty useful for gaining Fame, do 30 days with 100 gold to get an easy 6 Fame when not given the task or as a Free officer. Repair: Allows you to do Repairing for up to 50 days at a time, affects CPU work when given this task and they have the skill. Pretty useful for gaining Fame, do 30 days with 100 gold to get an easy 6 Fame when not given the task or as a Free officer. Order: Allows you to do Patrolling for up to 50 days at a time, affects CPU work when given this task and they have the skill. Pretty useful for gaining Fame, do 30 days with 100 gold to get an easy 6 Fame when not given the task or as a Free officer. Hire: When you Hire/Recruit/Establish, troops have higher starting Experience & Morale. Not the best, but it can reduce the penalty for recruiting new troops to trained units. Starting a unit also immediately gets the benefits, so Establish when you have this skill! Drill: Increases gains from Drilling, even allows Experience & Morale to exceed 100 when Drilling. Very handy! It's always nice to have a slight edge when fighting, extra Experience & Morale boosts overall unit performance. Duel: Uses War for Learning or Instructing Recover: Uses some Musou to gain Health. Useful in a pinch situation, otherwise not ideal. Shout: Gains Musou when used. Decent. Scare: You gain Musou and deplete your enemies Musou. Pretty handy to shut off any special moves your opponent plans. Parry: Negates Special Attack maneuvers and hits the enemy for some damage. Quite handy, but Counter is better. Counter: Negates Special Attack maneuvers and hits the enemy for heavy damage. This is quite essential for difficult duels, but cannot be randomized onto Custom Officers. Crush: Inflicts moderate damage to your opponent. Maul is better. Maul: Inflicts heavy damage to your opponent. Combine this with Counter for an unbeatable officer. Debate: Uses Charm for Learning or Instructing Awe: When placed on the board, pushes opponent back a little each turn. Good clutch tool when Incited or Taunted, but not ideal. Plead: Grants immunity from Fault/Argue/Incite/Taunt when in your selection tray. Use to remove Pleads and Refutes from your opponent. 3rd best Debate skill, leads to Refute, which is superior. Tip: If the blocked attack broke your numbered command, it allows it to be placed onto the board as normal. Refute: Grants immunity from Fault/Argue/Incite/Taunt when in your selection tray and bounces back the effect onto the opponent. Use to remove Pleads and Refutes from your opponent. A close 2nd for best Debate skill, allows you to bounce back Taunts if you're trying to learn Taunt from Zuo Ci or Mi Heng for example. Tip: If the bounced back attack broke your numbered command, it allows it to be placed onto the board as normal. Fault: Pushes back the opponent a good bit, bested by Argue/Incite/Taunt, worthless when opponent has Plead/Refute or another Fault if they decide to use Fault on the same turn as yours. It's fine, but opt for better skills. Argue: Pushes back the opponent significantly, bests Faults and breaks regular commands and Awe/Focus, bested by Incite/Taunt, worthless when opponent has Plead/Refute or another Argue if they decide to use Argue on the same turn as yours. Better, but still look for better options. Incite: Disables opponents actions for 2 turns but does no damage, bests Faults/Argues and breaks regular commands and Awe/Focus, bested by Taunt, worthless when opponent has Plead/Refute or another Incite if they decide to use Incite on the same turn as yours. This is the best Attack command that Custom Officers can get randomly, Taunts are better. Taunt: Disables opponents actions for 2 turns AND pushes them back significantly, bests Faults/Argues/Incites and breaks regular commands and Awe/Focus, worthless when opponent has Plead/Refute or another Taunt if they decide to use Taunt on the same turn as yours (Good luck getting THAT to happen). Hands down the best (And hardest to learn) Debate skill, but made worthless by Refutes. Cannot be randomized onto Custom Officers. Renown: Special learning conditions, cannot be Instructed Warlord: Permits destroying Gates, Agitating the People of cities, spreading Rumors without the need for the task. Allows you to command other units and allows more tactical freedom. CPU officers with this skill advise you if you are a Prefect/Viceroy/Sovereign. Auto-learned when you have 70+ Intelligence and 700 Tactical experience. Almost essential, especially when preparing to attack an opposing city. Hero: Permits Persuasion when going up against random thugs or guards, makes it possible to persuade a city as a Rogue Army commander rather than attack the city and also allows you to attempt to employ officers without getting the aforementioned task as an Officer (Rulers/Prefects/Viceroys can Employ regardless). As a Free Officer, once you pay to Establish a Private Unit, you do not have to pay it whatsoever when you have this skill. Learnable at 700 fame by talking to Qiao Xuan or Xu Shao or just randomly get it when creating a Custom Officer. Essential, you can never go wrong with this skill! Admiral: Prevents currents from sweeping your unit away during battle plus boosts Naval units capabilities when you control them (Boosts Attack/Defense and Doubles Mobility). Meh, it's useful I guess. Auto-learned at 500 Naval experience. Cannot be randomized onto Custom Officers. Spy: Plants spies in the city when you spy it, allowing you to maintain information longer until it's discovered. Auto-learned at 700 Inspect experience. Can't go wrong with getting information about enemy cities! Host: Permits Banquets which boosts friendship with many officers if they opt to join in, also raises Fame. Auto-learned at 200 Drinking experience. Throw-away skill, not useful, but the easiest to learn. Doctor: Healing is hastened, allows you to heal others illnesses or wounds, also permits healing units in battles. Learnable after getting 400 experience in the following: Farming, Trading, Technology then talking to Hua Tuo. Nobody knows this initially, so having this is quite handy. Cannot be randomized onto Custom Officers. Wizard: Allows you to bypass guards by baffling them, if you know Aero you can summon Lightning if the conditions are right. An item yields this alongside being learnable at 500 Wizardry experience and talking to Zuo Ci or Yu Ji or extremely rarely getting it as a random skill on a Custom Officer. Leader Abilities: Uses Leadership for Learning or Instructing Charge: Allows Charging in battles. Not good, and best with Horse units. Can push enemies back a square, has the possibility of confusing them if the opponents Intelligence is low enough, may trigger a Duel (But extremely unlikely unless chances are boosted from Tactics). Missile: If using Bow units, permits the firing of Fire Arrows, which have a chance of setting the opponent on fire in battles. This is a very handy skill to have! Definitely gun for this skill OR instruct an Officer to pass it on if you already have it. Unison: Allows you to do Unison, which makes allied units bordering the opponent unit attack the unit you're fighting, with no damage on the allied units. A great skill, pass it on with Instruct if you have it or gun for it if you don't have it. Settle: Hastens settling when using Settle on an allied confused/enticed unit, in Campaigns it uses "Calm" to do the same thing. A lot of officers have this, but hardly useful, niche situations. Surprise: Allows you to perform Ambushes on opposing units in inclement weather conditions like Fog, in Campaigns it allows "Raid" which does the same thing. 20 battle victories for this!? What a waste of a good skill, not ideal, but many officers know it already. Rally: Allows you to Rally your troops and raise the units capabilities, in Campaigns it allows "Encourage" which does the same thing. Easy to learn, only 10 battles need to be entered to learn this, plus it's quite helpful, so Instruct whenever you have this! Distract: Allows Sneaking during battle, ignoring border rules entirely, in Campaigns it allows "Distract" which has an unknown effect. Not particularly useful, but Sneaking could be handy in niche situations, but 10 battle wins seems a bit steep don't you think? Tactical Abilities: Uses Intelligence for Learning or Instructing Blunder: Allows you to trick two adjacent Enemy units into fighting each other in battles which causes damage to both enemy units. A great and cheap tactic to learn, only needing 200 tactical experience, does wonders in Defensive battles as it can be cheesed against very dumb officers with amazing results! Stun: Allows scaring of an enemy unit in battles which slows them down a little and cuts Morale, In Campaigns it allows "Stun" which does the same thing. CPUs abuse this skill if they have it. But in all honesty it isn't particularly helpful, use Blunders or Enticing for better results. Entice: Allows you to Agitate an enemy unit towards you, increasing the chance and effect of Confuse on that unit and dramatically raises the chance of Duels being accepted, In Campaigns it allows "Lure" which is the same thing but with a reduced chance of success. If you have high Intelligence & War, this skill will make your day much better in battles as this can be cheesed for easy Duels and Confusion! Try Instructing this & Confuse to officers if you have both if them. 400 experience is a bit steep, but worth it! Confuse: Allows you to confuse an enemy unit, which renders then incapable of doing anything for a few turns, raises the likelihood of Duels if successful, in Campaigns it allows "Discourage" which is almost the same but has a very low chance of even working. If you have Entice somewhere, this is much better to use, but not essential, it takes high Intelligence for this to succeed against a low Intelligence opponent. 500 tactical experience is steep though... Aero: Allows manipulation of Weather and Wind, if you have Wizard, you can also perform Lightning. If you need Wizardry experience or want to move fires in a specific direction this is fairly useful. For an easy cheese, set the weather to Fog, slide a Ram up to a Gate and bash it down, or use it to set fires by keeping the Weather sunny and shifting the Wind in a favorable direction. Easily can be abused, but it's REALLY steep at 600 tactical experience plus 400 technological experience. Geo: Allows you to perform Geomancy by making Pits & pushing Boulders down hills & mountains, is the only tactical ability with an effect outside of battle: Reveals the location of a request goal if one is present. Hands down one of the best skills in the game! Unfortunately it's steep, at 600 tactical experience and 400 inspection experience, good luck learning this one as Custom Officers can't get this one randomly. Maze: Allows you to construct a Maze at bases instead of Forts/Camps and baffles opponents that run into them, can also be used in Campaigns with the same effects. For the steep experience cost, it's impractical, just use Forts or Camps instead unless you really are desperate. There is quite a bit of information here, but I hope it helps out anybody who plays this game, usually requirements are listed in game, but some aren't as clear cut, so those are given when necessary. ____________________ My love for Arceus is eternal. 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