This Kenshi walkthrough is divided into 5 total pages.
You can jump to nearby pages of the game using the links above.
Advanced & Stats
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Kenshi also features a rather sophisticated status screen for all characters. Strength is how well you use heavy weapons and armor without tiring out while also allowing you to carry more.
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Dexterity dictates your usage of more agile weapons such as katanas and also allows you to both block and attack faster..
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Toughness is how much damage will get applied to your health bars when you get hit. It's also a rather unique stat whereas It will allow you to dip below 0 of certain health bars and still function, AKA stay concious. It can be invaluable in drawn-out fights where you end up getting knocked out, just to get back up and keep fighting again.
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Katanas need little explaining. They are smooth, long and slightly but subtly curved extremely sharp blades that swing quickly and is capable of both serious cutting damage and large blood-loss on hits.
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Sabres are like katanas, slightly curved but come in greater weighs which means more blunt damage than their katana sisters. They also usually have a little more range.
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Hackers are in essense, huge axes disguisde as swords. They do terrible maiming damage but little to no blood loss so you may need to smash someone until every surface of their body is destroyed rather than have them fall unconcious from bloodloss.
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Heavy weapons are self explanatory. Really heavy stuff. Like gigantic clubs. When they are swung, they cover a huge arc infront of you and not only often one-shot opponents but they also smash through their limbs like butter.. If they aren't blocked.
They are however, insanely heavy and one of such decent weapons can weigh up as much as to 80 kilos, whereas a newbie character can only carry about 20 in total without armor.
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Turrets are a new features. They are essentially just a harpoon gun slapped onto a bit of wall. Not of much importance and very buggy.
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Melee attack skill dictates your fighting prowess. In essence, It's simply your chance to hit/land a swing and/or bypass an opponents blocking. Absolutely necessary to be high If you plan to use, say, a heavy weapon or a hacker as they are slow-swinging.
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Defense is your ability to predict attacks and block them accordingly. It can be significantly boosted by pressing the button at the bottom right saying (Block Only). It gives you 10+ more defensive skill, although It will train less quickly.
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Stealth is a largely unimplemented feature but it will conjuncture with another stat below.
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Athletics is a very important stat. It governs your running speed and as anyone can tell you from playing Kenshi for even an hour, running takes up a lot of time.
Thus, It's very important to master not only for trading, travel and sheer convenience purposes but also for escaping combat and being able to move with armor at any considerable speeds.
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Field medic is your ability as a doctor or a practitioner of medicine. It determines on just how many charges of medkits you'll burn through trying to save someone's life. It can be very hard to train.
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Engineering skill determines your ability to build and repair faster. More on that later.
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Weapon smith is your ability to create weapons. It's very hard to raise but you can do so by spending time at a metal beating station.
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Armor determines just what armors you can make and how efficient they will be on keeping blades out of your guts.
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Science is a stat while complicated, only does one thing. Increase the speed of which you use a research bench.
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Labouring dictates a variety of things. Be it mining from an ore mine, operating machinery or even crafting sometimes. Hard to raise.
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When and IF you finally reach a town, make your way to an Inn.
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Ignore the inn-keeper as he's bugged at the moment and right-click a bed behind him.
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Some bugging may happen, but you'll essentially pay 100.c to use a bed.
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Right-click the bed to fix most aesthetically glitchy distortions.
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After some time, your wounds will finally begin to heal If they have been tended to by a medic or yourself with medkits.
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Here you can see that my leg is barely half-way done of being to full strength after an entire day worth of rest.
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Kenshi is VERY time-consuming and I suggest you'll start stockpiling patience before playing or simply learning more about the game via some of the tabs or options.
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Once rested sufficiently, go to a nearby NPC trader..
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And sell off some of the clunky armor. I recommend keeping the better weapon and maybe a helmet If you find one. Boots are almost a guaranteed "No" to benefits as they slow you down a LOT unless they're wooden sandals.
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Once almost back at full strength, It's off to travel.
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Navigation in Kenshi is important. Don't lose track of your golds. And namely, right now we want to head towards the middle of the map.
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And while still in alpha, Kenshi does have a visual appeal.
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For better or worse, during my travels, I found a traveling pack of guards. Not much for mentioning before..
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Before bingo! I also found a couple of bandits close-by lead them smack into the guards and started a huge fight.
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Starting these kind of fights should be done whenever possible in order to have a chance to build your character. It's essential to get both your weapon and attack & offensive skills up whenever possible.
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Smacking the spine off some random bandit that's distracted is the best way to accomplish this.
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The loot is a nice bonus too, although In this case, the opponents were nothing more than starving bandits and they had nothing of value for me to bother hauling around.
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Kenshi is all about squeezing water out of a stone though, so In this scenario, I could burn through some of my medkits in order to have huge opportunities to raise my Field Medic skill. it's however, not recommended to do so when alone as medkits are worth quite a bit and they could be sold to gain another follower instead.
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Don't forget to bandaid yourself either after fights. Healing takes loads of time.
More Kenshi Walkthroughs
This Kenshi walkthrough is divided into 5 total pages.