User:Kurg
Contents
Background
I started with 4 accounts, one per class.
- Kurg(naturalist, now my main)
- Zap(elementalist)
- Kalios(psion)
- Zorzos(gadgeteer)
I wanted to play each of them 'fully' and with the same effort, with no preferences. That's also why I had a different forum/wiki handle(=Edivad, but finally decided to change that to avoid confusion/awkardness). However, as time went on and retcon went in...I realized that trying to play that many turns each day would drive me crazy. So I made Kurg my main, and I just don't bother to check with the other 3 - although I might use them to help spade stuff, if there's need to.
Useful items
Good non-IoTM stuff(will add some IoTMS eventually), based on level requirement. Note that I mostly do no item restrictions run, so this isn't a 'real' pull list, more like suggestions on what you might want to use at each level(and some items stay useful until much later..or until the end of your run).
- level 1: paradime, swedish navy wrench, 2 positronic computer, Personal copy of the internet, imyselfblog, rolled doll, sock puppet, garcia traffic avoider, hip t-shirt, number one fan, golden poncho/leggings/hat, clockwork spider
- level 2: pingerang, toxic rocker pants, shepherd's crook
- level 3: boomstick or bow of hazard, stuffed shirt, security slacks
- level 4: embossed emblem, foil foil
- level 5: gnat gloves/badger gauntlets, sub-ma car, zion helm or vision helmet, recoil foil rifle
- level 6: datapants, databelt, verse of the dodo, hammer time or zeno's bow
- level 7: jack boots/boots of stamping, PDA, Rook of the Cataclysm
- level 8: foyal crown, sneakiers, glock, archron's staff
- level 9: umbra's blaster, xentrium breastplate, pandimensional scepter
- level 10: billowing blouse, relaxing flats, dainty glasses, prefontane, paper cut gloves
Skills I'm working on getting, AKA 'Gotta perm them all'
Think I'll finish perming all the Gadgeteer skills, just because.
- Elecric Net
- Upgrade Armor
- Stun Gas
- Endurance
Skill Review
Will eventually add some thoughts on specific skills.
Aura: Magnetism More versatile than Stealth or Sinus - at the cost of taking an aura slot.
Aura: Mystery +2S + level/2 spell damage, -1 PP to cost of combat spells. For 8 PP. The +spell damage can actually save a lot of PP, by letting you use weaker spells.
Aura: Vim
+10+S bonus to to-hit and dodge. And for only 4 PP. A must get!
Aura: Vigor
Not exactly high priority, although the +HP% bonus can be significant. I'd rather use Vim to take less damage(and deal more), and heal with First Aid.
Battle Armor
+ 30 + level*(1+S) bonus to defense.
An amazing passive which scales pretty well with points in it, and has no cap so it's useful in aftercore too.
With 10 points in it, it provides an extra +11 defense per character level - compare this to equipment. It's pretty high.
Sniper
+5 + 2S ranged damage, +10 + 2S initiative
Very good for ranged weapon users, not useless for others - you still get +init.
Basic Martial Arts +10+S to-hit Decent passive, I think, but Upgrade weapons: Frickin' Sharp can give a better bonus at a decent cost.
Shock Grenade
5-15 + 3 S +level/2 electric damage, delevels to-hit and offense by 20 + 2S. Costs 13 PP.
A personal favorite, with 10 skill points it delevels foe offense and to-hit by 40.
It's expensive, but after weakening the foe, you can just attack with a PP-draining weapon to cover some of the costs.
Trample of the Bovine At 9 PP, I think this is a a good compromise between Maul and Charge.
Stealth +NC is very important. This is not as flexible as Magnetism, but does NOT take an aura slot and is way less expensive.
Sinus of the Shark +combat isn't needed often in run, but there are excetions, such as trying to get VIPs to show up comes to mind or levelling in the park.
Firestorm 15-30 + 10S + 2*level damage. If you like doing LOTS of damage, this looks good.
The Fire Within
+(10+S)% Max PP, +S% spell damage.
The bonus spell damage requires you to spend points. The extra PP capacity might be good if you have PP regen and want to store up excess PP for later.
First Aid
Most efficient healing skill(usually). Although blood might be worth it if you have lots of HP, and Knit Flesh/Bone also heal some bad conditions.
Armadillo Armor Way more DA than you can get from Upgrade Armor.
Echolocation
Passive +(10+S)% item drops. Might let you grab a few useful items in run, or even just juk you can sell for more chips.
Breeze
A source of extra FT, however it is quite expensive. Not really high-priority, I think.
Proper Hydration
Might look small, but shouldn't be dismissed. Remember with First Aid or an healing skill, you can turn those to HP.
Starfish Regen
Passive, which is a plus. Nice for runs where you can't afford a lot of healing, but if you have a healing skill, Hydration will be better. If you have First Aid, Hydration is better - that 1 PP can be turned to way more than 2 HP.
Fire Shield Cheap, can do lots of damage, especially if you rely on high DA/defense to outlast your enemy attacks. Might work well with a finisher - a 1 PP combat skill or reusable combat item - for when the enemy is critically injuried.