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If it is correct as written, I guess it means that you'll get the appropriate abilities for the > max attribute, but it doesn't make sense - there's really not many attributes that give abilities past any racial max. (Pistol at Quickness 8, a few at int for trolls, that's more or less it.).
Generally speaking it's pretty hard to get to the racial max with the amount of karma we get.
As for stride, no idea, sorry.
I can exceed the maximum in charisma with the cyberware affinity at 6, brining my human charisma up to 11 between the inventory item and the bioware pherimones. That's great for my shaman character.
But from the sounds of things the physical atributes don't boost past the racial maximums properly.
Edit in:
The Monk Weapon merchant Spider shing off the prow of your boat home sells all the qi spells along with melee, thrown, and unarmed weaponry. That's where you'll find stride, killing hands, and the like.
And as someone else points out later in the thread, some of these things will not be available at the start, might have to wait a couple missions for the inventory updates.
The problem is that the skill works in a really odd and borderline buggy way. The moment you increase your CyberAffinity skill to 6, it turns all of your cyberware and bioware bonuses into permanent attribute points. That means if you're currently below your racial maximum, you WON'T be able to later increase your attributes above your racial maximum with karma. You can still raise it above the maximum if you add additional cyber or bioware that increases an already maximized attribute, though.
The only way to do it properly is to wait until you've naturally maxed out the attribute in question, and THEN raise your CyberAffinity to 6. At that point all of your cyber and bioware bonuses will be tacked on, raising your attribute above the racial maximum.
Well, you can safely purchase bio and cyberware whenever you want, and you'll receive immediate (but non-permanent) benefits from it as normal. You just don't want to raise your CyberAffinity to 6 or higher before you've maxed out whatever attributes you want to raise above your Racial maximum.
In my particular case, I already had a Superthyroid implant and a cybernetic arm before I raised my CyberAffinity to 6, which I did once my Strength had been maxed out at 9. The bonuses they provided didn't become permanent (and exceed the Racial Maximum) until the moment I increased my CyberAffinity score to that crucial threshold. The bonus points from my equipped ware then immediately and permanently increased my effective Strength to 11, allowing me to raise any Strength-dependent abilities up to 11 if I wished to do so.
well hopefully this gets fixed with the patches / mini campaign,. the game is fairly easy even withonly 9 strength.
im aware that the spider monk sells the spells, however he doesnt have stride, maybe his inventory changes half through the game, which still sucks for my playthrough as i missed stride (he just doesnt sell this one spell)
You do find the occassional shops here and there that sell unusual things - like how the gun merchant in the walled city (first mission) sells a grenade launcher you can't find anywhere else later (as far as I know). I wouldn't be shocked if stride is in one of those, but I can't say I've seen it.