Items received from repaired toasters can usually be given to an NPC somewhere for a reward.Note that doing this to containers will destroy the items inside of them, although you can use explosives on safes. Ammo permitting, clearing a minefield with a shotgun is a great deal faster than individually disarming each mine. You can manually attack some obstacles such as explosives or doors to destroy them.Brittle Bones in particular is pretty much tailor-made for a long-range stationary sniper. A couple of standouts include Brittle Bones (+2 AP, -50% combat movement speed) and Thick Skin (+2 armor, -30% combat movement speed) for ranged characters who don't have to move around that much in most fights. Most quirks are probably not worth the downsides.Outdoorsman is not a priority skill, but you will probably want someone who isn't Angela Deth to have at least 6 ranks in it before you reach the second half of the game, as at that point random encounters ramp up massively in difficulty and it'll take a bit for your equipment to catch up.Also if you use the Perception skill in your hotbar, a circle will appear around your character which shows your detection range at all times. Perception is an important skill to prioritize on one person as unlike with other skills, it's impossible to tell when your skill level is insufficient because you will simply walk past whatever you missed.Ammo can be quite scarce especially early on, so it's recommended to spread your weapon skills around.This is one of the strongest perks in the game and available very early on. Consider giving all your characters a couple of points in Weaponsmithing in order to unlock the Tinkerer perk which increases a character's max AP by 1 when they're wearing light armor.One character should have a combination of both decent Charisma and ongoing investment in the Leadership skill to avoid people going rogue.For example three 4 Int characters and one 10 Int character who sacrifices some combat ability for a large skill repertoire can cover the majority of useful skills between them. Intelligence is best left at either 4 or taken all the way up to 8 or 10 as 5-7 provide no extra skill points. Strength is also not very important even on melee characters, but can't be totally ignored as it does dictate carrying capacity. Luck is not a very impactful stat and even leaving it to 1 for everyone is no big loss.Initiative (more turns) and AP (better turns) are the two most important combat stats in the game, and both should be prioritized on combat-focused characters.
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