Pawn Inclination dictates the behavior of a Pawn both in and out of combat. Inclinations are an easily overlooked and important aspect of pawn performance. Managing inclinations is critical to maintaining an effective Main Pawn.
Main Pawn inclinations are initially decided by answering the different questions available during their creation. Inclinations can be modified at any time by using the Knowledge Chair found at Inns and Rest Camps, or directly and most efficiently by using the Inclination Elixirs, which are purchased from Johnathan at the Command Tent in the Encampment.
Pawn battle behaviors are strongly influenced by the first three inclinations, and there is a hint of the fourth. All other inclinations lower in primacy than the fourth position are effectively invisible.
Pawns start off the game as a blank slate. Once they approach forty to sixty hours of active play, consistent Arisen behavior can cause the inclination tables to stabilize into a recognizable pattern of behavior in battle, such as it is, and the pawn is far less likely to shift inclinations as quickly as it did at the beginning of the game.
The Neutralizing Elixir is used to erase pawn behaviors; all of its existing behavioral patterns will be wiped away as if they never existed.
- For issues with Pawn behavior, see Pawn Inclination troubleshooting
The inclinations are :
Enter battles with enemies as they appear.
Use the "Go!" command in battle.
Tends to rush into battles headfirst against strong enemies. Engages the strongest foes first and increases climbing.
Excellent for Shortbow use, which is designed for short range firing. Interferes with aiming a Ranger's Longbow as it sets up a conflict between positioning the pawn between optimal range for Longbow damage and its instruction to close in on the enemy for melee combat.
Using the left D-pad "help" out of battle encourages this inclination.
Using the 'Come' order during battle
Prioritize safety by healing your hero or removing their status ailments. - Heals often and avoids direct combat.
|Mitigator||Bring down weak targets first.||
Attacks weak enemies first. Spellcaster pawns will choose spells with greater areas of effect. Bow users will pick off the small fry in a mob.
|Challenger||Focus on long-range attackers and enemies with support abilities.||
Attacks ranged enemies first. The pawn prioritizes ranged attackers and magic-using foes above others.
Use support skills and enchantments.
Use the left D-pad command in battle.
Uses a wide array of skills, favours group and pair tactial actions. Includes the use of group curatives. Encourages Spell Synching in Sorcerers, Grappling in Fighters and Warriors, and the use of Spellscreen and enchantments in Mages.
This behavior is at its best on pawns with very good Bestiary knowledge, and together with other Utilitarian-prime pawns. In general one pawn will 'calls' the tactic, then the others in the team will comply. Non-Utilitarian prime pawns do not respond efficiently to the tactic call. A sole Utilitarian-prime in a party of non-primes will not be able to synch its tactics with the others.
|Guardian|| Use the right D-pad command 'Help' and 'Come' commands often, avoid using 'Go'.
Any other situation that causes a pawn to come to the Arisen's aid
Protects the Arisen first and foremost. Guardian sets the pawn to act passively and stay near the Arisen. Can be useful for melee based teams, such as dual-warrior. Encourages the use of Shield Drum and similar skills, as well as prioritizing rescue attempts if the Arisen is grabbed.
For many classes and party combinations it causes inappropiate behavior, e.g., standing beside the Arisen with weapon drawn doing nothing unless the Arisen is attacked via melee. Due to human player behavior this inclination is very common, reducing pawn effectiveness - specifically, the close shadowing caused by this inclination can draw attacks to the Arisen rather than preventing them, which is particularly bad for a Sorcerer Arisen who is both motionless and defenseless during spellcasting. For further information see Guardian.
Revive your pawns often.
Use of the Magnanimous Cloak by the Main Pawn
Supports other pawns in the party, as with Guardian, but the pawn will now protect the other pawns in the party.
Encourages the pawn to carry downed pawns to the Arisen for aid. Can cause excessive running back and forth between Arisen and other pawns.
|Pioneer||Use the 'Go' command when not in combat.||
Scouts away from the party. Useful for pawns with Acquisitor as a primary, this allows them to travel further away from the Arisen, usually outside out of combat. A potential negative effect is that Pioneers can and will engage enemies before the player decides to engage.
|Acquisitor||Pick up items.||
Gathers items frequently, even during battle; also encourages mining. Can be useful early in the game when developing an inventory of enhancement items.
An Acquisitor pawn will disengage from battle and can completely disappear from the player's line of sight in order to loot.
The Main Pawn's inclinations are initially set by answering a series of questions available at the time of creation. The result of choosing a particular answer is displayed on a graph.
All inclinations are present in the form of a table in the pawn's stats throughout the lifetime of the save game file; just because one cannot see inclinations beyond the second or perhaps third position does not mean they do not exist.
Inclinations are fluid. They shift in response to all actions performed by the player and by certain events occurring during battle. Rented pawns' inclinations remain fixed during the entire period of the rent, however their actions can influence the Main Pawn's behaviors. This is most common when renting Guardians, since Guardian behavior will affect the Main Pawn by increasing the need for the Main Pawn's battle participation due to their unresponsiveness to ranged and magick attacks.
The Neutralizing Elixir erases all inclination behaviours. It can be used and then followed by further elixirs, or followed by careful battle training.
Inclination Elixirs can be used to set primary, secondary, and unseen tertiary inclinations immediately and directly. Knowledge Chairs allow the secondary and tertiary inclination to be swapped in importance, or left as is.
If the Pawn has no primary inclination an elixir will set the primary inclination, after that the secondary inclination will be set - if the secondary inclination is already set and an elixir is used, the current secondary will become the (undisplayed) tertiary inclination.
However, if an inclination elixir with the the same name as the Pawn's secondary inclination is used, then that inclination becomes the new primary inclination, and the former primary is pushed down to become the new secondary inclination.
Additionally Arisen behavior will constantly modify or re-inforce the Main Pawns inclination.
Actions that affect your pawn's inclinations are:
- Fighting style - ranged or close combat, or healer or spellcaster
- Climbing and other combat behaviors, including grappling enemies
- Non combat actions- such as regular use of gathering or mining
- The battle orders the Arisen issues ie "come", "go", "help"
- The fighting style of hired pawns.
Every time the game makes a movement for your pawn in response to an external stimuli, an inclination in your pawn's table shifts in terms of importance and/or intensity by a very small amount.
- Over time, your pawn will grow to mirror your own behaviours
The Knowledge Chair allows the Arisen to switch or retain the Main Pawn's secondary and tertiary inclinations - the pawn will pose a question indicating the behaviors corresponding to its secondary and tertiary inclinations.
A pawn in a Knowledge Chair may ask a series of questions in order to sort the order of inclinations when their inclination preferences are the same.
Primary and Secondary Pawn Inclination can be checked in the "Status" section of the pause menu and is listed under the "Profile" heading. The Tertiary Inclination can be determined by using a Knowledge Chair - it will be give as a choice together with the current secondary inclination.
If a pawn has only one or no inclinations indicated, that means multiple inclination values are identical. For example, Rook, who has the single inclination of Challenger, that represents his strongest inclination and all others in Rook's inclination table have values that are exactly the same. If Rook were a Main Pawn and questioned in the Knowledge Chair by his Arisen, he would pose a series of questions that would sort out two inclinations to occupy the secondary and tertiary positions.
Setting Your Pawn's Inclinations in DetailEdit
It is known that a pawn's inclinations are ordered in value in a list, and that the latest stimuli to the Inclination table is the most important in terms of primacy. Therefore, by multiple use of of Elixirs (or through general gameplay) a list with multiple inclinations in order can be generated.
For Example: The Arisen wishes to set their main pawn, as a Utilitarian/Challenger/Mitigator/Medicant/Pioneer. The elixirs to be taken in order are :
- Pioneer's Elixir, Medicant's Elixir, Mitigator's Elixir, Challenger's Elixir, Utilitarian's Elixir, Utilitarian's Elixir
- Neutralizing Elixir, Pioneer's Elixir, Medicant's Elixir, Mitigator's Elixir, Challenger's Elixir, Utilitarian's Elixir, Utilitarian's Elixir
One applies Elixirs in reverse order; the last applied Elixir becomes the primary inclination.
It is not recommended to wipe the pawn's Inclinations with a Neutralizing Elixir, as not only will it erase all learned behavior and prior Inclination knowledge, it will also cause the pawn to rapidly shift inclinations while the values in the inclination table re-fill. This lasts,generally, for 40 to 60 hours of gameplay after the use of a Neutralizing Elixir. This is why newly-created pawns need 40-60 hours of gameplay to fill their tables and acquire a 'personality', such as it is.
For inclination stability, it is recommended to use successively larger amounts of Elixirs to step inclination intensity and importance in the pawn's inclination table. A useful formula to set pawn inclinations is 3-5-7-9 potions, in reverse order of importance. Therefore, using the example of Utilitarian/Challenger/Mitigator/Medicant, applying:
- 3 Medicant
- 5 Mitigator
- 7 Challenger
- 9 Utilitarian
will achieve the desired result, and the pawn will be less likely to spontaneously shift inclinations during gameplay.
- Each inclination description corresponds to an internally-stored behavioral trait, their descriptions are :
- Scather - Belligerent
- Medicant - Prudent
- Mitigator - Strategy
- Challenger - Poor Aim
- Utilitarian - Tactics
- Guardian - Protection
- Nexus - Same Support
- Pioneer - Curiousity
- Acquisitor - Gather
- Each name is fairly descriptive, excluding Challenger - "Poor Aim" must be a reference to ridding the battlefield of ranged threats. This is most likely a mis-translation as pawns are fearsomely accurate shooters.
- Each trait has is given a value in the range 0 to 1000 - the Neutralizing Elixir resets all values to 500. This is why the Neutralizing Elixir erases battle behavior; it makes all inclinations equal in value.
- A inclination potion raises the tendency of a primary trait by 150 or 100 points per use.
- Use of an inclination potion for a non-primary and non-secondary trait raises that inclination to the value of the secondary inclination, and reduces the value of the old secondary to that of the tertiary inclination - the tertiary inclination is also reduced in value somewhat. All lesser inclinations are unchanged in order or in tendency.
- Left d-pad encourages Medicant inclination when out of battle, Utilitarian when in battle. The left d-pad will ask for an elemental buff and call for healing, if necessary.
- Right d-pad encourages Guardian both in and out of battle. It will ask a Mage for healing and can call the main pawn back to the Arisen's side.