Recent Posts

Pages: 1 ... 5 6 [7] 8 9 10
61
Fixed for the next patch.
62
General / Re: Make a Psionic Ability for Infusion
« Last post by Amannamedsquid on June 20, 2025, 03:41:49 pm »
- Neural Leech (TC): Thought control ability that allows you to drain an opponent's health to heal yourself while also dazing the target with a small chance of stunning them instead. If the target is a psionic, you'll steal their psi points instead (if they run out, you start stealing their health). Have to be at melee range to do it. Higher TC skill increases health and psi gains and increases chance to stun.

- Ball Lightning (PK): Psychokinesis ability that summons a sort of friendly psionic lightning turret for about 4 turns. It can't move, has about 100 base health, immunity to electrical damage and thought control abilities, true sight, a permanent electroshock aura effect (which can hurt you if you aren't careful) and will attack enemies with electrokinesis (which can hurt you if you aren't careful). Higher PK skill increases it's health and damage.

- Temporal Reset (TM): Temporal Manipulation buff that starts a 4 turn countdown when activated. When the timer is up, it resets your health and psi points to what they were when you cast the ability (minus the psi used to cast). Also regain or reset any buffs that were active when cast and gets rid of any debuffs acquired while the countdown was active. Has high TC skill requirement, has a long cooldown and does not scale with TC skill. Handy in longer
battles.

- Neural Mirror (TC): Thought Control buff that when active, has a decent chance to reflect mental attacks back at attackers. Higher TC skill increases the chance.

- Gravitational Imbalance (PK): Psychokinesis ability that creates a field of stronger than normal gravity over a wide area for about 3 turns. Enemies that enter this field lose 5 movements points with every space (They lose 5 action points if they have no more movement points), have reduced melee damage and melee hit chance and take gradually increasing mechanical damage every turn that bypasses damage threshold and shields for as long as they remain in the field. You are unaffected (Hence the Imbalance part) but allies and bystanders will be affected and they will take it out on you. Higher PK skill increases damage and enemy hit chance and damage reduction.

- Entropic Cataphract (??): Psionic ability which is gained outside of the usual psionic mentors and that permanently summons something called an Entropic Shade, an aberration which is hostile to all living things including you. So summoning one near yourself or allies or to kill a single stray dog will probably hurt you more than it helps. It has decent health, true sight, immunity to thought control abilities and poison/bio damage, high resistance to mechanical, acid, heat and cold damage, vulnerability to energy and electric damage, and it's melee attacks inflict void rot. It has a few psi abilities too: Psycho-temporal dilation and contraction, Entropic Reccurrence and Telekinetic Grounding. A special feat gained outside of levelling upgrades this ability to summon the Greater Entropic Shade. Besides everything the regular one can do, the Greater Entropic Shade has more health, does more damage, and can use Force Emission, Temporary Rewind, Neural Leech and Temporal Reset.
63
General / Re: Best Merchants for 0 Crafting Builds?
« Last post by Eidein on June 20, 2025, 12:58:05 am »
Oculus can sell aegis, toxic gas isnt sold but you dont need it unless you are a noob! Taser isnt sold, special ammo isnt sold, jumping bean ive seen from oculus or freedrones guy.
64
Builds / Re: A build (or three) for every weapon (Dominating approved)
« Last post by Eidein on June 19, 2025, 10:57:48 pm »
Cheers!
65
Builds / Re: A build (or three) for every weapon (Dominating approved)
« Last post by Zonermaxxer on June 19, 2025, 06:05:22 pm »
Thanks, man. Keep on dominatin'
66
General / Best Merchants for 0 Crafting Builds?
« Last post by NumberTJ47 on June 19, 2025, 05:53:58 pm »
I've recently been trying to beat the game without using psi or crafting. It's been going well so far, but there's still a few items I haven't been able to find a renewable source for that'd be extremely helpful.
I've already found some great meds sold by the Formedicator (Turns out Persuasion IS truly useful for something.) He sells Focus Stim and Bullhead, along with stuff I don't need, like psi meds and Hypercerebrix.
    Here's a list of what I'm looking for:
    • Irongut from the Ferryman at Port Ceto. I'm not sure whether I have to join the pirates to have a renewable source of Irongut. Does the Ferryman still go to Ceto if I get rid of the pirates?
    • Jumping Bean. Not critical, but my build uses evasion so it'd be nice to have.
    • Aegis. The wiki says this can be found as random loot, but if anyone knows a merchant that sells it please let me know.
    • Toxic Gas Grenades. This might be the most painful thing to be missing. I got in the habit of spamming these in my last playthrough because of how cheap and OP they were. I'm sure I won't be able to spam them anymore, but just having a few for the hard fights would be great.
    • I could use a source of rare bullets. Haven't found anyone that sells many of them.
    • Taser. Can't seem to find anyone that sells these, which is too bad because they're absolutely fantastic.
67
General / Re: Make a Psionic Ability for Infusion
« Last post by Eidein on June 19, 2025, 04:43:59 pm »
Some psi spell where you can rewind to where you were a couple turns ago or leave your body momentarily for some turns and return back, enemies might camp where you return too.
68
Builds / Re: A build (or three) for every weapon (Dominating approved)
« Last post by Eidein on June 19, 2025, 04:32:53 pm »
I didn't think of making builds bellow 6 intelligence, even for guns. Seeing most of your tank builds feature 4 is eye-opening. Return to monkey, pump Will, I guess.

I have a couple questions:

1. Is it possible to get total immunity to damage types between Morphine, Aegis, Stoicism, Conditioning, etc.?

2. Is Iron Will a bad feat? 7 Will tank builds don't feature it.

3. How do you level lockpicking? How to determine how much is enough for my build?

Yeah 3 int is my goto on gun builds, melee needs 5 for cheapshots and expose, and psi needs 6-8 for premeditation or psychoneuralflex respectively.

I've beaten a Dom run without dying using 3 int its very strong to have 2-3 more base points to spend.

1. Yes you can become immune to all damage types except mechanical damage, mechanical damage is hard capped at 90% reduction.

2. Yes Iron Willed is a bad feat, I wont go into the maths and whatever but Resolve almost doesnt do anything.

3. Usually if my build doesnt have above say 6+ dex I will just keep lockpicking at 35-40 for opening vents, otherwise I would say 70-90 ish would be a good stopping point. Lockpicking generally isnt valuable at all, pickpocketing gives much more including better oddities. No oddities are locked behind lockpicking you cant get elsewhere. Hacking is important because of consoles.
69
Builds / Re: A build (or three) for every weapon (Dominating approved)
« Last post by Zonermaxxer on June 19, 2025, 11:34:24 am »
I didn't think of making builds bellow 6 intelligence, even for guns. Seeing most of your tank builds feature 4 is eye-opening. Return to monkey, pump Will, I guess.

I have a couple questions:

1. Is it possible to get total immunity to damage types between Morphine, Aegis, Stoicism, Conditioning, etc.?

2. Is Iron Will a bad feat? 7 Will tank builds don't feature it.

3. How do you level lockpicking? How to determine how much is enough for my build?
70
Bugs / Re: Hunter Wolo bugs
« Last post by PhrygianDominant on June 19, 2025, 10:46:37 am »
Fixed for the next patch.
Pages: 1 ... 5 6 [7] 8 9 10