Shadowrun Returns: Difference between revisions
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* Etiquettes aren't particularly useful in the base campaign, but Academic will net you a decent chunk of cash early on while Shadowrunner and Corporate will come up the most often. | |||
* Don't ignore skill bonuses given by outfits. For example a Rigger will gain access to the incredibly powerful +2 AP bonus for drones at Drone Combat 9 which can be reduced to 8 by wearing an outfit increasing the skill by 1. Due to the way the skill system works, this single point is worth a whopping 27 Karma. | |||
* Conjured spirits have a chance to go berserk at the end of each turn, so it's best to keep them away from your party to make sure they go after your enemy first should you get unlucky. | |||
* Everything that affects Action Points is immensely powerful. The spell "Haste" and the drug "Jazz" are the primary methods of increasing your AP, while concussion grenades are the primary means of reducing enemy AP. | |||
* Ranged Combat 3 (or Melee Combat 3) opens up your third weapon slot. This is especially useful for Rigger/Deckers who need three slots for a cyberdeck and two drones. | |||
* While specialization is generally recommended, lightly dipping into other skills is cheap and often effective. A Shaman can expand their options by getting some Mage spells for example. Also, all characters should consider investing at least a few points into Shotguns due to endgame-related reasons. | |||
* Cyberware hugely hinders a character's magical abilities. A physical class equipped with cyberware can consider some light investment in magic in order to gain access to simple buffs or magical healing, but on the opposite end pure spellcasters should avoid cyberware entirely. | |||