Shadowrun Returns: Difference between revisions

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Added to entries about endgame tips.
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(Added to entries about endgame tips.)
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* 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.
* 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.
* The final sequence of the game more or less requires you to use ranged combat against enemies, so make sure you have at least some karma put into Quickness.  You will only have one party slot open.  That person will not be able to use one of the aforementioned ranged weapons, soit's better to use them as a support mage or AP shaman rather than a direct combat role.
* The highest-end guns in the game all utilize a Smartlink.  When choosing cyberware,  make sure you have a datajack if you want to take advantage of this.


[[Category:Games]]
[[Category:Games]]
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