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Messages - Richter

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1
Excellent build that seems really fun.

Here is my UNTESTED planned variation: Custom version w/ Dodge, Evasion and EMP MK III mines for early Archives.

Build: 1 point from WILL to CON to take Fast Metabolism at level 1, 4 or 16 depending on when you want to take Fast Metabolism, Lockpicking and Hacking ditched because of Low DEX and INT  (Edit: decided to keep enough for Depot A and vents) Persuasion ditched because I don't like it, instead I'll pump Intimidation, Dodge, Evasion* and I plan to wear Infused Siphoners leather armor and tabis (hence I can ditch most Mechanics as well, we won't use Tactical Vest past the early levels, if ever, because I don't like it, but DO NOTE THAT YOU MISS 10% PSI REDUCTION), I've pumped Biology to be able to craft Regenerative Mixture with the Bioinvestigative Belt and Motion with Hypercerebrix, Bioinvestigative Belt, house workbench and Underpie. I have enough Mercantile to pass Constantine's check with Hypercerebrix and Underpie. Nagas are dealt with thanks to traps and EMP mines MKIII (90 effective skill required, reached with Jacknife and Trapper's Belt with 83 points invested in Traps and 19 in Mechanics as soon as level 15) ;

Road: Newton's quest (use bear traps and molotovs) -> GMS (stealth through the second level, use Intimidation for the Raiders during dialogues in the third to avoid fighting them) -> Black Eels (thanks to Stealth) -> Abram's quests (thanks to Stealth mostly) Depot A (traps skill make it easier, use Bear traps and Molotovs, EMP to get the card guarded by Plasma Turrets) -> Beast quest** (Bear Traps, Mines and Gas Grenade) -> Jack Quicksilver's quests and Expedition -> Stealing a Patroller thanks to TNT in order to join the pirates -> easy Archives w/ EMP mines MK II/III to obtain Hypercerebix and Plasma Beam mentor -> Unlock last store of Constantine w/ 95 effective Mercantile to get the Cyclop's Eye (you might want to use Cheat Engine for the refresh obviously, I hope there will be a static location someday).


I think reaching level 15-16 is easy with Oddity system, high Stealth, the Black Sea unlocked and various sidequests where fighting is optionnal, I'll tell you after some testing. I'll liberally abuse Caltrops and Gas Grenades (you can craft them from level 9 on w/ 50 Biology 11 Chemistry points investement) and Stealth and Traps if needed.

* Do note that you won't obtain and use Precognition, so I don't know how will it fare in this area: that is why I put UNTESTED in capitals. Still Uncanny Dodge is good on its own and evasion helps against explosions. Not getting hit in order to not lose Tranquility is important and that's also the reason why I think Sure Step is a good addition.

** If you have Persuasion or have a female character, you can complete Jack Quicksilver's quest in Foundry without slaying the Beast therefore you just need a way to get a jetski and join the pirates, there are many possibilties to do so aside the Beast quest for you to chose.

Last remark: Do note that you can cast 5 Plasma Beams in one turn with Psychosis builds as well. With lesser base damage, higher critical multiplier and 99% critical rate for 2 to 3 of them, one guaranteed critical and 64% critical rate for the remainder. But it's very late game and assumably less easy to set up.

In progress: I'm currently starting this build slightly revised to get to level 16 ASAP.

2
Builds / Re: Sanic "Siphonerman" Psi-blade build
« on: December 26, 2021, 08:14:32 pm »
I shamelessly "necro" this thread as this build was a lot of fun to me in my last playthrough. I hope it will come to the attention of others and they'll enjoy it as much as I did.

Thanks for sharing and for the in depth explanation, Harper!

3
Builds / Re: Mobile shotgun build
« on: December 17, 2021, 02:59:32 pm »
Max Str and Melee versatility seems pleasant in theory though I've never tried.

Hulksaurus did just that, he used shotguns and spears and put 6 point in Int for both Armor Sloping and Premeditation. With Nimble and Bodyweight training, the mobility is more than OK for an armored PC. It needs Super Steel, though.


4
General / Re: Unlocking game areas, store and items quickly
« on: December 14, 2021, 09:27:40 pm »
You're correct about the female part, and I was aware of that, but I still think being a female has more advantages because the dude juice just saves your time but doesn't bring you anything truly important* (the quest gives XP though).

The only way to get away with this mission without having to find the gun lube is to use the Hydraulic Fluid Canister, it seems, which is end game.

Wish there were a better workaround.

*Except if you haven't unlocked the Eye by the time you need to explore a certain graveyard.

5
Suggestions / Re: Forceful innervation
« on: December 14, 2021, 01:03:10 pm »
Not the point of this thread, though.

I'm not criticizing Psi changes*.

Forceful Innervation IS an option, and it's even lore friendly. I doubt you didn't wonder while playing the game for the first time if there might be a way to gain Psi Empathy without the pill after Pasquale's dialogue.

Now because it is an option, I was wondering if there could have been a more elegant way to implement it. If it's just meant to be a workaround for old players coming back to the game with a character from an outdated version, so be it and there's nothing to do about it.



*Well, even if you were obviously sarcastic about it on an other thread: I think that, tactically, the changes are OK but some tedium should be lightened during the UI rework... I just did a pure psi run (without any utilities, except gas nades on Beast fight, but it wasn't necessary neither) and it felt rewarding to be able to plan a set of abilities to deal for such or such situation, even if Psychosis has "trouble" dealing with one situation (groups of Nagas), it felt quite smooth and powerful except for the part concerning innervation. If the changes are meant to suppress the possibility of Tri/Quad Psi through tedium rather than combat mechanics, then it's not a policy I would agree with, but I doubt it's what the devs had in mind.

EDIT:

Also I don't see how psi is a one stat dump build. While not necessary, it is quite good to have premeditation (6 int) and fast metabolism (6 con), and for Psychosis SI is well adapted. There are a lot of builds that can get 18 in there main base abilities: all versatility builds, knife, hammer... And a lot more that can have above 16 if they want to like shotguns, AR (not that it is necessary), crossbow, etc. Also 8 Int is still required for Psycho Neural Flexibility, so Forceful Innervation is just a trade of 2 points in Int against 10 Psi points in your pool. I think it's mostly fair.

I don't get why people get so defensive about the changes even when one isn't exactly mindlessly criticizing them.

6
General / Unlocking game areas, store and items quickly
« on: December 13, 2021, 12:30:42 am »
This post contains SPOILERS and is destined for meta gaming aficionados. Don't read it if you haven't finished the game yet and want to discover things by yourself as one should in my opinion.


Early Constantine's : Play as a female character, accomplish Jack Quicksilver's questline as soon as you get the drill parts by convincing Delma to allow you to talk to Todor without going through the Beast quest.

Fraser's shop: Do the Rail Crossing 1st quest (maybe sacrifice Buzzer*...) and get the Train Heist. Side with Protectorate (you don't have to fight, reporting the train to the SRO is enough). You have access to Fraser's now.

Dude's juice: If you've unlocked Fraser's, buy Omnilube  and accomplish Dude's quest. The only enemy you need to take care of / pass by sneaking is a sentry bot for the first quest. For the second, it is solved as usual except the last part I think, because you can just use the Omnilube (didn't verify myself yet, but it's been implemented I think). Incorrect, see below.

Expedition: Through Beast fight or Train Heist (but I think one should resolve the quest by force for it?), you have access to Black Sea by being recruited at Core City docks. Survive the first assault through bear traps and caltrops and hiding yourself courageously.

Hypercerebrix, Plasma Beam, Third Eye, Twitch, Lemurian spear: You need to get Phil's arm, but once you do, you can just pick into the pocket of the technician for the Talkie and denounce him, follow instruction and go take a nap (in the game!). The path to the entrance of the Citadel of Life is now opened to you. You need to cheese the 4 nagas, but it can be done through stealth and luring them in a corner with tnt, I believe. If you don't have pickpocketing, just join the Pirates.

Benches: Coretech questline might be the easiest, especially the warehouse defense that can be done through the use of Gas Grenade and waiting in the exterior of the warehouse by the window (same screen). The warehouse mission after Cornell is easier as well since robot won't attack you and Death Stalker can be dealt with noise and snails. Just don't get ambushed by Tchortists if they are too strong for you by leaving the warehouse by where you've entered it.


What are your tricks and tips on unlocking things faster?


*You can save him by doing Hugo's quest at Foundry first and solving it through money or with poisoned caltrops and noise.

7
General / Re: Gang war with no persuasion
« on: December 12, 2021, 11:23:13 pm »
Could you remind me why the 92 effective Mercantile is an important threshold? Which check is it for?

Also, I had a related question about this topic.

I want to leave the quest to the last-minute as well. Does Tanner still need to be with us to persuade the council and do the quest? (i.e. can I leave it until after the main game quest is complete?)

Also, my character has around 60 or 70 mercantile, but nothing invested into Persuasion. I think it is around 12 effective in-game right now. So I could boost that up by what, 20, with 2 heartbreaker armour pieces? I don't know about this "White Dude" chocktail, have to look it up.

Anyway, so this would bring me to around 37 Persuasion, I think. So I only need to invest 13 more at the next level-up and I'll be at 50?

With underpie, it is 95 effective, which means you access last tier at Constantine shop which is probably the best shop in the game for most PC. 92 effective with 7 int is 74 point invested, which is possible from level 13 on, and you can unlock the area where Constantine is by this point: end game gear available at level 13, that's what it means. (Be careful NOT to count on synergy from persuasion to mercantile to reach 92 as it is capped by level: you can't have points above 75 at level 13 from synergies, above 80 at level 14, and so on and so forth).


You can boost persuasion to 45 with every character having invested 50 points Mercantile and a bit of Tailoring (~64 effective with every bonuses to craft Heartbreaker leather armor and tabis). Proof:



I don't know about Tanner, but you're talking about VERY late game to me. (Unless you want to do Expedition after DC) ?
Edit: failed to read, ignore the remark. Though I still can't answer obviously.

The cocktail is bought on the Drag'n'Drop which is a bar available on all playthrough, accessible with a jet ski: https://stygiansoftware.com/wiki/index.php?title=Drag_%27n%27_Drop



8
Builds / Re: Pragmatic "psionic" build (as much tedium free as possible)
« on: December 12, 2021, 09:42:03 am »
Yeah, I'm sorry, I meant it as a small guide for new players, even if there are open questions I would like the community to solve.

I'm working on lightening it.

9
Suggestions / Forceful innervation
« on: December 12, 2021, 09:31:30 am »
I searched for this one before asking and saw no thread proposing this at least on this forum.

I really wish there were a non cheesy, lore friendly, rp friendly way to gain Forceful Innervation, like some NPC that would spawn at the beginning or an option to take it (for free, not at the cost of one feat, of course) at character creation, allowing one to RP at least a little... and then Pasquale would propose you the Golden Pill rather than having it on your inventory for no reasons.

Of course, one can always download the old version of the game, make a character, take the pill, save, update the game, export one's character to a fresh new game...It just doesn't feel right, and i'm weary of what will happen in 10 years if one wants to play the game and the Legacy version happens to not be available anymore.

Thank you for reading, now I'll stop disturbing everyone with Psi, I promise...

10
General / Re: Sell to Aran or not?
« on: December 11, 2021, 06:44:51 pm »
Give it to someone you can trust instead.


11
Builds / Pragmatic "psionic" build (as much tedium free as possible)
« on: December 11, 2021, 09:11:11 am »
IMPORTANT DISCLAIMER :

Stoicism does NOT provide invulnerabily anymore as damage reduction has been nerfed (you can't have more than 90% mechanical damage reduction down from 100%), I'd nowadays play this build like this. Therefore, I've deleted the original post and edited it entirely. But in case you are playing with Legacy version, the idea was to have Escape Artist, Stoicism (+5), Locus of Control while equipping Infused Siphoners, to have 3 turns of total immunity to damage and most status. Except for this, the build edited below is pretty similar. However, you'd be better taking a 4 schools psion for Legacy... 


Main build.

8 int version for easier start, hacking and PSF.

Strategy: Psi AoE are strong but do not always kill in one shot the enemies, same for grenades. Both compliment well with each other.

Leveling up: Start with 9 Con. For the first build 6 Int and 6 Dex, the second 8 Int and 5 Dex. Put the rest into Will. Level up Will every other level EXCEPT if you need to pump Dex for Feat (Grenadier at level 4 needs 6 Dex and 30 Throwing, Three pointer/ Quick Tinkering need 7 Dex). Pump Metathermics every level and put enough points into Temporal Manipulation to get Psi abilities (most notable ones: Temporal Increment at level 5 with 35 TM, 55 TM for Psychotemporal Contraction to get BEFORE the feat PTA, 70 TM for Statis). Do as you please for the rest, but pumping chemistry early for grenades is a safe bet, especially with the 8 Int version. Don't bother leveling up Throwing after getting 80 effective skill until level 24 where you'll take Three Pointer then max it out gradually. Spec points go to Psychosis (critical hit chance) first then Survival Instinct (critical hit chance) for 99% critical rate at level 30 with Focus Stim ;

Psi abilities: Cryokinesis, Pyrokinesis, Cryogenetic Orb, Themodynamical Destabilization, Plasma Beam, Limited Temporal Increment, Psycho-Temporal Contraction, Stasis. At the beginning, you'll make use of Cryostatis, Psycho-Temporal Dilatation and Temporal Distortion (for bots in the early game, before having access to supplies in large ammount to craft grenades) ;

Equipment: Metathermics Neuroscopic Amplified Headband, Sturdy Psionic Overcoat (Black Cloth, Sturdy Vest, Laminated Fabric Panel or Super Steel Sheet, Psi Beetle Carapace), Ninja Tabi Boots, Spririt Staff, Doctor's Pouch. You can equip the Høddurform which is more complicated to obtain, provides a tad bit less damage and has a Psi cost penalty (+15% multiplicative... it's starting to stack! Maybe Motion can compensate?). However, it provides +5% to critical rate which would free 4-5 specialization points that could be used elsewhere (Premeditation, Last Stand cooldown, Quick Tinkering cost are all great choices). I'll assume equipping the Spirit Staff from now on ;

Other Gear: Bioinvestigative Belt (choose Biology departement in Tchort Institute, if not reallocate points from stealth accordingly) for +15 bonus in Biology and the ability to craft special Health Hypos, Jacknife for +7 bonus in Lockpicking and +7 traps, always in your other hand ;

Drug addiction:
Focus Stim for 84-99% chance to critically hit, Hypos, Spirit Potion, Psionic Accelerator, Adrenaline Shot, Hypercerebrix for crafting, iron guts for Biology based damage immunity with the Bioinvestigative Belt (If not eat Canned Mushrooms) and Morphine Shot, Trance (for better criticals), Bullhead, Thrid Eye. 150 effective Biology with Bioinvestigative Belt (+15) Boning Knife (+2-7, random), Underpie (+3) and Workbenches (available after Core City part of the main questline, +15% bonus applied after everything else) is only needed for Motion. It is a great help because of low Psi pool and high consumption, but you have Hemopsychosis and I consider it "high maintenance", if you don't want to craft it you can still buy it or live without it. You only need 95 effective (I recommend 80 without bonus and 95 with the belt to craft better Hypos) otherwise ;

Grenades and mines: Frag Nades (MK number depending of what is available at each stage of the game) for most things, HE nades then Plasma nades for damaging bots, EMP nades for bots in general. Concerning mines, bear traps to root enemies and use choke points, EMP mines massively before combat for Nagas or during combat from time to time while confronted to bots. Joining Coretech is good for getting the components required to craft all of this. Consider also picking other people traps and using them.

Food: Not important but Psi Bettle Soup for cheaper Psi costs and Pickles for better criticals are nice. Both are rare. Have underpies on you all (as soon as you find one) the time to help you pass some checks.

Cool stuff: With Psychosis, Advanced Psy Empathy and the forementionned Tactical Psi Vest and the penalty from using 2 schools, you have a modifier of ~95% of the psi cost. Plasma Beam is 70 base psi cost, hence 67 psi cost. With Premeditation, you can cast two of them assuming full psi bar and you have obtained Philosophy II (which you can with Hypercerebrix) and/or In Motion state. With Last Stand and Hemopsychosis, you then cast Psionic Mania, Psycho-Temporal Contraction and use an Adrenaline Shot to throw 3 others Plasma Beams, one being a guaranteed crit.  Assuming 60 quality Sturdy Vest and Spirit Staff, you have 326 HP, some calculations show that you'll have approximately 29% total health before casting the last Plasma Beam, hence enjoying SI bonus.

It means that you can cast 5 PLASMA BEAMS INCLUDIND 3 with 99% critical rate, 1 with 64% critical rate and 1 guaranteed to crit. With a higher quality, one Plasma Beam will have a 64% critical rate instead of 99%.

You can in fact do this combo as soon as level 26/28 assuming higher quality for the Sturdy Vest, your goal value being ~326 HP or even sooner with the Soup and Motion.  If you have remainder AP from the last turn, you can also pop an Hypo and not even use Hemopsychosis at all with the Soup assuming you've already applied PTC when starting your turn.

This combo is ridiculously strong, and I don't see anything in the game competing with it when used against organic targets. If you don't want to use the vest, it will still be possible with Psi Bettle Soup. A specialized Tranquility build with Cyclop's Eye  can cast 6 beams in one turn (with Blitz which mean it's not every turn neither) while depraving itself from any other psi abilities with Higher base damage value but only 40% critical rate (and lowest critical multipler). However the Tranquility version can cast 3 Plasma Beams during two other turns easily, which you really cannot do here.

The pure Psychosis build at the end of this post can do the 5 Plasma Beams combo as well. It's easier to set than with the main build discussed here.


Quick tips:

-Fishing is a good way to obtain most components necessary for your drugs, with 6/7 DEX you have a good catch rate, but getting the Fisherman feat (see Fisherman) is interesting ;

-The main sidequest of Foundry, especially in DOMINATING!, provides a lot of organs for drugs, crushing Borers in mines there too, and the local butcher have a great supply after finishing forementionned quest ;

-Be careful and compliant with Abram in Junkyard to get access to the best store in the game. Finishing the three quests (any way you want to finish them) he proposed you in JY will unlock another branch in Core City (meet Abram in the Hardcore Bar). Be careful with those quests and always choose to handle things without violence this time. It needs 95 Mercantile to enjoy its full potential, hence the 92 effective Mercantile (+3 with Underpie, common enough Food) ;

-I prefer ditching Hacking with low INT, but you can deal with turrets in Depot A with Temporal Distortion (taught by Ethan in SGS)  ;

-Be careful to meet the requirement for Psi Abilities and/or feat and distribute points accordingly, P-T Acceleration needs 45 TM AND either P-T Dilatation or P-T Contraction (Psi abilities, see wiki if needed) learned BEFORE leveling up;

-You have abyssimal Initiative. Pumping Stealth and/or Tailoring (to get Stealth bonus from pieces of armors) is a good idea in order to start fight on your own terms. There is one Initiative check you can't avoid early on at GMS just after leaving the sentry bots floor. Just heal yourself, take a Root Soda and equip a good armor beforehand.

Obtaining Forceful Innervation with Steam:

-Right click on the game, go to Properties then Betas and switch to Legacy Version. Start a game normally, get the pill from Pasquale, ask him where to learn abilities and get a Psi abilitiy, I recommend talking to Ethan in the cantina and get Temporal Distortion. Close the game, change the setting back, load your save. You can now export your character and play again with a fresh start: this allows you to choose among various random element generated in the beginning of a run. Note you'll have to talk to Pasquale again if you decide so, take the pill in order to be able to ask him where to learn abilities again in order to have access to Quinton and Ethan for this purpose. It won't lower your health again.

Avoiding Soothsayer encounter:

-Coral is a random NPC. She's exclusive with Booth who provides the Tatoo feat. If you really want Tatoo, go to the game files and delete gc_gypsy.obj (into fragments/frags in game files) : now every new games have Booth. Don't forget doing so before starting a new game with your exported character.

Note that tatoos are not so important.

Other small remarks and tips:

-Check your computer at the beginning of the game. If you see "Domination" then you have the Ice Tower dungeon, if you see Skull Masters, you have one of the toughest bosses encounter in the game. Both are optionnal ;

-You can ditch Will to get 8 or 10 Int (even 12 but I would not ditch this much Will) to either have earlier high tier grenades (see wiki for crafting requirement), hacking, high quality psionic headband, earlier access to special stores, the tier 3 of the Philosophy feat or to just not do the Forceful Innerversion trick if you find it cheap. I'd say 8 Int is the sweet spot (if you keep FI) for getting Psychoneural Flexibility (ditching QT, see remark below) and having an easier beginning (60 Hacking in Depot A makes everything smoother). Without FI, I would go for 10 Int and sacrifice Thermodynamic Destabilization ;

-Quick Tinkering, Three Pointer are optional, you can take Psychoneural Flexibility if you have 8 Int (see above remark), Escape Artist if you allocate 30 points to Dodge, Pyromaniac or anything you want, really! Note that if you don't take either one, you can take one point from Dex and put it into Will or Int for example ;

-Psionic Mania becomes mostly obsolete in late game. But it's really good to have before that and while your health is greater than SI threshold (after Last Stand for example), or when you don't want to waste a Focus Stim or when you need to lose just enough health to toggle SI, hence I recommend keeping it regardless. It's also very good for an alpha strike from stealth with Last Stand and Hemopsychosis to mow down 'trash' mobs totally for free: it's the only build besides Unarmed that can do that now, but way more effectively ;

-Check out the Bloodpsican build in here (by Drizzle), it's less powerful (because it would not make use of grenades) but way more sturdy, create a character (with correct Basic Abilities points) for this build while doing the Forceful Innervation manipulation while you're at it ;


-If you want a pure Psionic character that does not even use grenades nor Forceful Innervation, here is my favorite one: Pure Psionic character. It has a larger Psi pool, slightly cheaper Psi Abilities, one less Psi Abilities slot (sacrifice Thermodynamic Destabilization). It will use other schools (namely TC for sea snakes or discreet single or mass murders, PK for robots although it will have a hard times with the latter and much more even with Nagas which are dealt with Stasis and Temporal Distortion mostly). Would it be for the hassle of changing the set of psionic abilities so often, I'd prefer this build to the one discussed above.


12
General / Re: Gang war with no persuasion
« on: December 10, 2021, 08:07:01 pm »
I wrote it elsewhere, but thanks to synergy you can more often than not afford to choose the destiny of Junkyard with a given Player Character.

In deed, with 50 points invested in mercantile (most characters would want more as 74 is 92 effective for 7 int builds, an important threshold) you'll get 50*20%=10 (rounded down ; not that it matters here). With 2 heartbreaker leather pieces and the White Dude cocktail, it's 45 effective. It's what is required according to the wiki to persuade Tanner to take Junkyard with the least aggressive option.

Just don't rush this quest, you can get back to it later if you don't want to help the Protectorate to settle strongly in South Underrail.

Alternatively, but this requires choices : you can stand with the JKK and benefit from their hypno goggles (if you have enough Will), their vest and their tattoo (you need the tattoo shop to spawn in your playthrough, which is not guaranteed)

13
Well, didn't realize it has been already asked: https://stygiansoftware.com/forums/index.php?topic=5876.0 .

Yet not answered.

I guess one can always hope.

14
General / Re: Immunity to damage and tanking
« on: December 10, 2021, 10:40:27 am »
Locus of Control gives immunity to damage dealing TC spells?

Yes, it does!

15
General / Immunity to damage and tanking
« on: December 10, 2021, 12:00:22 am »
In this game, some combinations of equipment or drugs give you either temporary (with hard debuff or no debuff at all) or permanent immunity to some damage.

I'll list the ones I'm aware of:

-Total immunity: Stoicism (requires both 7 Will and 7 Con) fully specced, being at less than 4% health gives you 36% damage reduction to every type. 15% more with Aegis (no debuff) and with the 50% from Morphine Shot it is over 100% damage immunity for 3 turns (4 for Statis). The debuff of Morphine Shot should kill you would you do nothing about it but with either a Super Health Hypo or Last Stand, you're safe; You can skip Aegis with 10 con and Conditioning but you'll still lose Electricity, Energy, Bio and Acid immunity without Aegis. Other combination can be thought  with 12 CON and Tempered feats.

-Permanent bio immunity: It's new, it came with the bioinvestigative belt from Tchort Institute which provides 10% bio damage reduction. With Aegis (15%) and Iron Gut (75%), that's bio immunity 8 turns. Neither Aegis nor Iron Guts have cooldowns or debuff, so it's permanent as long as you have some on you, though the belt requires you to keep 20 AP to use them at some point. With high Mechanical DR it makes Spiders and Locusts from Expedition a joke. It's true too for most snakes except the infamous Wyrm.

-Permanent Mechanical immunity with a very specific set up:

Quote from: Koveras
So, mechanical damage reduction is not capped and can go to 100%, making the character immune. It is easily achievable with morphine shot, but the effect only lasts 2 turns and cannot be refreshed indefinitely. Luckily it is also possible to get to 100% without morphine:
- Lifting belt : 5%
- Ancient Rathound leather armor and tabis : 10%
- Conditioning : 24% (10% base, 9% from 14 CON, 5% from specialization)
- Stoicism : 36% (24% at 4% HP, 12% from specialization)
- Aegis : 15%
- Mushroom Brew : 10%
Permanent invulnerability to mechanical damage since Aegis does not have a cooldown. Yay!

A mechanical immune sledge build (AKA The immortal drunkard)

-Permanent mechanical component of melee immunity: https://rpgcodex.net/forums/threads/underrail-ironman.135885/

Read here for details by Yaz on RPGcodex.

-Permanent Electric damage immunity: Obtained from the Tesla Armor and Galvanic foam in Metal Helmet and Boots.

-Explosion damage immunity: From the Blast Suit and Iron Head (respectively 85% and 16% damage reduction from explosions)

-Bio AND Acid immunity: From the well-known combination of the CAU armor, biohazard boots and either Grey Army Spec Ops helmet / Praetorians' Helmet / Coretech Helmet / Gas mask.

-Temporary immunity to Heat: Through Exothermic Aura (Psi abilities)

- Acid OR bio immunity: for snakes/ mutant dogs leather armor and association with either CAU or mentioned helmets in Bio and Acid Immunity.

-Thought Control immunity: Locus of Control provides it for a few turns. You need 10 Will and 75 points in Thought Control for it.



I wish to have a more exhaustive list though I think I'm not aware of anything else, I believe... If a similar topic already exists, please tell me, I'll just delete this one and post this on it (if relevant).

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