One Handed Melee BuildĪttribute: +3 points to strength and dexterity You can only add up to one point through this process, so it serves more as background information than anything else. The final touch during character creation are the aptitude options. For example, if you invested 3 points into strength, you’ll want to spend the two skill points on either melee, defense, dialog or leadership. This is extremely important, because if you want to reach level 100 with a skill, you’ll need to keep these points invested into the same places. This raises the bar to 40, if you’ve maxed out an attribute or two. The two skills points you can spend at the start can increase a skill by 10 each. This can have a “negative” impact, and even open up some new gameplay options, like unlocking dumb dialog options if you lower your intelligence. Thankfully, the game allows you to finely tune your build by taking away points from one attribute and investing into another. The attribute points are the most important part of the build, since you can’t improve them afterwards. For example, you can do this for two handed melee with investing into strength and temperament. Now, since there’s more than one attribute that has an impact on some skills, you can boost these numbers up to 30 by maxing out attributes. This means you can improve the specific skills you want by 12 points just by beefing up a single attribute. For example, investing one point into intelligence would raises long guns, persuade, hack, medical, science and determination by 3 each. Investing one point into an attribute will increase the corresponding skills by 3 if the new level is 7, 4 if it’s 8 or 5 if it’s 9. Before you invest any points, all your starting attributes will have a base level of 6, which is average.
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