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Skills Affected: Light Weapon, Hand to Hand, Criminal, Contraptions Effectively mentally retarded and incapable of speech, you also get certain Skill Abilities that other characters cannot access. There is a special Trait, As a Bag of Hammers that require you to play a low intelligence character. Other Uses: Many dialogue options that ask if you’re smarter than the average bear. Secondary Statistics: Saved Action Points, Skill Points per Level Skills Affected: High-Tech Weapons, Medicine, Tech, Science

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This is an RPG, only the PC can use dialogue skills. Other Uses: A LOT of dialogue options are influenced by Charisma or by skills governed by Charisma. Secondary Statistics: Authority, Inspiration The stats that are governed by Guts also reflect your survivability. Other Uses: Certain dialogue options, notably those that require you to not die from sudden, catastrophic injury. Secondary Statistics: Hit Points, Regeneration, Encumbrance, Defense Cla*s, Fortitude Early on, Perception 8 is required to obtain a rather decent relic during the Prologue. Now ask yourself if you would be any good in a fight without it. Look at that list of things that Perception affects. Other Uses: Detecting traps, finding hidden secrets, some dialogue options Secondary Statistics: Initiative, Precision, Evasion, Learnability Skills Affected: Light Weapons, Heavy Weapons, Hi Tech Weapons, Piloting Other Servoshells are available in the Second Act and later. Fair warning though, this is someways into the First Act and requires some tech skills to repair a damaged Servoshell you receive. Ironically, it is also the easiest Attribute to ignore as the game does let you obtain Servoshells (ie Fallout style Power Armor that adds to Muscle) later on. Muscle is also a prerequisite of many Heavy Weapons (4 will let you use shotguns, 6 is needed for heavier weapons). Other uses: Bashing open locks, digging up buried treasures Secondary Statistics: Hit Points, Encumbrance, Close Quarter Damage Skills Affected: Heavy Weapons, Melee Weapons, Tech Note that there is a Perk at level 15 that will give you +1 to all you lowest ranked Attributes and another that will give you +1 to all Attributes if all of them are at least 5 or better.ĭo be advised that many Combat Skill Activated Abilities often use Attributes as part of their damage calculations. Generally a score of 6 is sufficient for most needs unless the Attribute is central to your play style. Many perks and certain Skill Abilities also require a decent rating in an Attribute, cross-reference with other guides already available on Steam to find out which. It is entirely possible for an option to be completely absent should the player not have the right attributes. There are quite a few Attribute checks in the game, not all of which are spelled out for the player. Otherwise drugs, which often lead to nasty addiction or side effects, can give a temporary boost.Īttributes give the base rating for a given set of skills and often affect secondary statistics. Two Perks can do it and some Skill Capstones also give permanent bonuses. There are not many ways to increase Attributes permanently in game. During character creation you will have 45 points to spend on these and they are precious. but they do have defining characteristics in the form of Attributes.

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Blues also have a decent bonus (+10 Learnability translates to free experience points) but there are relatively few dialogue options involving the Blue Wing. Black Wing characters get some delicious heavy armour and firepower early on which makes combat much easier. Silver Wing gets a lot of access and their +2 skill points a level snowball really quickly. Personally I have found Silver and Black Wing characters have the easiest time of it. Silver Wing uniforms are great at inspiring a crowd, not so good at dodging bullets for example. The uniforms have a variety of features, they grant various resistances but tend to also have drawbacks. It is possible for Black Wing characters for example to start the game with a machine gun. In general your starting gear will be your Wing’s standard uniform and a weapon in which your Wing is skilled. +1 Brains, +10 High-Tech Weapons, +15 Medicine, +15 Science, +20 Biochemical Resistance +1 Charisma, +2 Skill points per level, +20 Psionics, +20 Influence

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Silver Wing: Management and administration.+1 Deftness, +30 Encumbrance, +20 Criminal, +20 Survival Orange: Menial labourers, all of whom are convicted criminals.+1 Guts, +10 Learnability, +10 Melee Weapons, +15 Contraptions, +15 Tech +1 Muscle, +20 Fortitude, +15 Heavy Weapons, +15 Hand to Hand, +15 Melee Weapons, +20 Piloting

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  • Black Wing: Military, police and security.






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