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Otherwise, we're all just Kleiner - not Magnusson, not Keller, not Barney, not nobody.
Lab asistant: Each level in sneaking increases backstab chance by 2.5%
The suggested role is stealth so this guy should be the most valuable for stealth
Epimedical Bionomicist: Each level in first aid adds additional healing to all healing items.
This fella is the team medic so he should be good at it.
Trans-Kinematic Researcher: Each level of strenght decreases all damage taken by 2%
You are the fallback defense so hold the door!
Archotechnic Consultant: Each level of construction grants 5% increased hp, damage and energy to furniture.
Make things sturdy.
Phytogenetic Botanist: Every 2nd level unlocks a unique growable armor and weapon recipe.
Time to grow some fine melon helmets.
Somatic Gastrologist: Every 3rd level grants 5% chance to earn additional biological materials from targets and get a bit more out of cooking. Unlocks small bites recipe at level 5.
Biological scrap makes some fine fries, chef.
Paratheoretical Physicist: You learn how to throw pens and rubber balls. At level 5 you gain 2 unique throwing weapons by reinforcing those items.
Time to become John Wick.
Defense Analyst: Each level of fortitude increases increases damage done by 2.5%. Each level of strenght increases max HP by 0.5%.
You are here to keep the scientists safe, you are the best of security.
Summer Intern: Gain the class ability of another class when you reach level 6 in all skills they started with.
Time to learn noob, this is how you make ♥♥♥♥ boom!
That's not to say playing generalists co-op is bad, play as you like, but there are advantages to delegating.
I like this list of ideas. Otherwise the Defensse Analyst while thematic gets a bunch of early game advantages but a sizable xp handicap due to the forced trait.