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An Occult/Academic gunslinger can be quite fun as well.
Old academic (psychiatrist), rational, 3/6/4/8/8/3, generally impervious to mental and supernatural attacks. Start with Firearms 1, Psychology 2, Med 1, Science 1, Occult 1 Subterfuge 1
End at level 8 (quite possible because of a lot of XP from dialogue and combat) with Firearms 8, Psychology 3, Med 1, Science 8 (rational gives + 1 via the book you get for Cornelius watch quest), Occult 3, and Subterfuge 2 (6 Ag will still allow you to open most locks in the game)
With science 8, one can build the rapid repeating pistol (AP 1 with snap shot). Firearms can be raised to 8 in the course of the game (with the bleeding badge of the marshal). The recoil reducer further adds to ranged skill. With gunslinger, snap shot, sniper, better criticals and Leprechaun's charm you can dish out a significant amount of damage (8 shots per round, more if you have a high reaction roll). Occult will only get to maximum of 3 by end game (if you reach level 8) but some spells don't rely on high occult to be effective (e.g. Tongue of the Dead, Host of Loa, Damnation to Stone, Hand of Nergal). Gaze of Abyss can be used towards end game to boost ranged skill and reaction even higher (not that you really need it at that point). Host of Loa benefits your combat ability even as a ranged character. Blood Circle can be more helpful on ranged than melee character as you don't need to move to attack and therefore don't need to break the circle at any point. Unfortunately, it won't be decent until you get Occult to 3 (around time of Pilgrim Parish). High Will (10 with Consciousness of Vedas) and Occult 3 means a high enough spellcraft that Children of Pazuzu and Spit of Al-Razi can be decent (but they won't beat out your pistol).
Still, the ability to get almost all dialogue options (i.e those involving science , psychology, medicine, and the occult with minimal investment in most of those skills) is quite rewarding. You get tons of XP just from dialogue. Even Med 1 is useful because it allows you to use the doctor's bag while camping. With high mind, you can get into distillery without combat. I consider this the rough equivalent of a "mage/cleric" + "ranger/cleric". You can fight at range, heal, cast spells, perform psychological treatment, craft- quite an impressive array of roles for just one character.
There is a perk to increase science or medicine, which might be good too. But yeah, for damage output critical and snapshot / gunslinger would be better choice.
Again, thanks to share your idea!!
Yes, this concept is built around the idea of getting the repeating pistol as soon as possible and being able to use it to great effect (I built it just before Pilgrims Parish). AP 8, gunslinger, and snapshot make this weapon deadly. Even if each individual attack is low damage, multiple attacks means better chance of getting a critical. Even without crits, the sheer number of shots you can pump out means that damage per round is at least low to mid 20's. You need to have a lot of 0.22 rounds but they are readily crafted and purchased.
Rational belief system means that you can obtain the book, following completion of Cornelius' quest, which increases Science by 1, allowing you to get the required science 8 score more quickly.
You can get a pretty high ranged attack score with consistent investment in Firearms skill+ Bleeding Badge+ recoil reducer (which you can easily craft). I think I had about 18 ranged attack towards end game. Snapshot almost never misses. Even before building the repeating pistol, the character is quite a good ranged combatant with the H&W revolver.
The build is also intended to provide maximum versatility during quests. Science allows you to obtain the statuette in bank quite easily and lets you amass a lot of fuel (and XP) by scavenging vehicles and the machine in the post office. Your high Mind+Med 1 is enough for you to enter distillery without combat. High science allows you to craft weakened poison and fix the still. Later, you can craft the reinforced hazard suit (+1 damage resist) and spectral ray gun. You can obtain all science-based dialogue options.
High Will+ Occult 2 still lets you access all the corresponding events- e.g. getting Sands of Time perk in the Dreamlands, using Tongue of dead on all spirits, getting Venus artifact, obtaining black ectoplasm from corpses, altering the ritual in the warehouse, accessing all Occult dialogues with NPC's. Being able to cast enhancing spells like Host of Loa and Gaze of Abyss (by endgame) is just a bonus. Hand of Nergal and Host of Deva are great end game spells that don't need very high Occult to be effective.
If one does not plan to acquire the Controlled Mind perk , keeping Psych at 2 (just for +1 mental resist) and adding a point to Occult will allow one to raise Occult to 4 towards the end of the game.
Despite the character's miserable physique, HP is decent, as occult skill allows him to acquire the Venus of Willendorf (+10 HP) and high Will also increases HP. He has 50 HP throughout most of the game.
Important trinkets- Leprechaun's charm, Bleeding badge, Venus, recoil reducer. Late game, I exchanged Venus for Consciousness of Vedas.