Friday, September 19, 2014

Wasteland 2 Quick Tip Guide

General
  • Having even one level of a skill is very useful, especially early in the game. Make sure your party starts with at least one skill rank in all of the utility skills (lockpicking, demolitions, computer science, etc.)
    • Similarly, when you level up, save those skill points! Don't use them unless you're having trouble with combat (put them in your weapon skills) or face a skill challenge that you can't complete without a higher skill level (e.g. a high-level safe, tough toaster, complicated machinery).
  • Looking at an object multiple times may yield different results. Examples include signs with writing on both sides, and robots with objects inside of their chest cavity.
  • To find out if an object is trapped, select the demolitions skill (currently selected character needs to have that skill) and mouse over it. If you can interact with it, it's trapped.
  • Ammo is expensive, especially for the more powerful weapons (e.g. sniper rifles). Conserve ammo by using blunt weapons to finish off injured or weak foes.
    • Staying alive is more important than ammo, even. If there's any doubt whether you'll take a serious or fatal wound, don't be afraid to shoot.
  • You cannot save in wasteland random encounters. Make sure to be ready ahead of time.
  • The order of cost for healing items, from cheapest to most expensive, is
      • first aid
      • surgeon
      • painkillers
    • This means you should use first aid kids whenever possible, and save painkillers (which require no skills to use) only in emergencies.
    • Surgeon kits can only be used for reviving characters.
  • Perception is a skill that can be activated- this will automatically try to detect things of interest near you. You should always turn this on with any characters that have it when you load into a new area. It's especially useful for finding mines.
  • Armor is your #1 priority for items. Your characters all start with none, so as soon as you find some or are able to buy any, do so. However, Armor 2 won't get you very far since many weapons have 2 armor penetration or better. You should really try to hold out for Armor 4 or Armor 5.
  • Don't sell Broken Weapon Parts (you get them from stripping a weapon down for parts) to any old vendor. You can get a premium on them if you sell them in the Ranger Citadel to Sergeant Melson.
  • Hard up for cash? Weaponsmithing can help. For cheap weapons, you can weaponsmith them into many broken weapon parts, which you can see very profitably in the Ranger Citadel (see above).
    • However, if you have a high Weaponsmithing skill you might consistently get a mod instead of parts. Use a character with a low weaponsmithing skill as a solution.
    • Also if the item has a high innate base value, you should probably just sell it as is.
  • Similarly, save any guano you get (e.g. Bat Shit) and sell it TNT Tan in the Ranger Citadel for bonus scrap and experience.
  • Angela Deth, who you start the game with as an NPC, has:
    • Weaponmaster 2
    • Brute Force 5
    • Hard Ass 3
    • Outdoors 2
    • Thus, you may want to avoid picking up those skills in character creation.
  • As soon as you finish either the Highpool or the Ag Center mission, go back to the Ranger Citadel. The gear selection there is excellent, you can sell Broken Weapon Parts for more, and you get some free equipment too.
  • Use level ups strategically. In a mission you'll often have injured members that you don't want to spare resources healing- if you can wait till they rank up, their health will be restored. Note that this doesn't work in combat.
  • Make sure to grab the shovel at the beginning of the game, next to Ace's grave. It'll be useful to dig up loot throughout the rest of the game.
  • Unsyncing your group (by pushing spacebar) is very important. You can use it to set up your party in the right formation when starting an ambush. It can also be used to do multiple skill checks at once (e.g. one guy defuses land mines while another opens a safe).
  • Sabot Rockets can be used to blow through metal doors. This is helpful when you can't open them through other means (e.g. lockpicking, computer science)
  • Don't forget that Animal Whisperer can be used in combat to instantly dismiss an enemy animal.
  • Early on, the ammo for weapons is a key factor in cost. The ammunition for a single magazine can be as expensive as the weapon itself. Later on this becomes much less of a factor.
  • Once you go to LA, there is a new Ranger Locker in the big room outside of the radio room (with the Lieutenant). It will keep the same items it had before back in Arizona.
  • The best "Outdoorsman" skill of any of your characters applies to the whole party. Thus you only need one person with the skill.
  • "Base Rogue Chance" of your NPC followers makes a huge difference on combat. Some followers are far more of a liability than others.
    • Corrain Cain: 15%
    • Ralphy: 18%
    • Angela Deth: 20%
    • Vulture's Cry: 30%
    • Scotchmo: 30%
    • Chisel: 50%
  • Ammo costs:
    • $3 per 9mm (pistols, revolvers, SMGs)
    • $3 per .38cal (pistols, revolvers, SMGs)
    • $ per energy cell (energy weapons)
    • $5 per 5.56mm (assault rifles, heavy machine guns)
    • $8 per .30-06 (sniper rifles)
    • $8 per 12 gauge (shotguns)
    • $12 per .45cal (pistols, revolvers, SMGs)
    • $12 per 7.62mm (assault/sniper rifles, heavy machine guns)

Weapons Advice
  • Pistols
    • Fire cheap ammo
    • Good at close to medium distance
  • Shotguns
    • Useful for fighting groups at a time
    • Can destroy cover quickly
    • Require low AP to use
    • The "double-barrel" shotguns do tremendous damage in a low amount of AP (but require reloading immediately after)
  • Rifles
    • Fires medium value ammo
    • Most versatile, with widest optimal range of any of the guns
    • Can be toggled between accurate single shots and high damage burst fire
    • Good armor penetration
  • Sniper Rifles
    • Long range
    • Excellent armor penetration
    • Uses expensive ammo
    • Poor accuracy up close
    • High AP cost to fire
  • Energy Weapons
    • Very accurate
    • Does exceptional damage against armor
    • Can't jam
    • Can't critical (dedicated Energy Weapon specialists shouldn't bother with Luck)
    • Limited modification slots
  • Blunt Weapons
    • Best all-around melee weapons
    • Typically high AP to use
    • High damage, excellent armor penetration
    • Very high critical modifiers
    • Very high base accuracy (like all melee weapons)
  • Bladed Weapons
    • Attacks faster but with less damage and armor penetration than blunt weapons
    • High critical chance
    • Very high base accuracy (like all melee weapons)
    • Best against poorly armored foes



Need Scrap? Tips for more!
  • Sergeant Melson in the Ranger Citadel buys broken weapon parts for ~14/scrap. That's the best price you can get anywhere, and means that for some cheaper weapons it's better off stripping them for parts than selling them straight up.
  • Buy TNT whenever you can and strip it for parts. It only costs 25 typically, and will always yield more value from its broken weapon parts (see above) than it costs.
    • Pipe bombs are similar, but don't have quite as good a yield. You can't buy and resell for a profit, but you are better off stripping and selling than selling it straight up.
  • Higher weaponsmithing skill yields more broken weapon parts, which compensates the increased rate of weapon mod successes (which will likely decrease your profit if that's what you care about).
  • Dr Tildemann buys pain relievers at ~29 scrap/item (double normal sell price). It'll be tough to repurchase them elsewhere and sell it to him for a profit.
  • Lieutenant Tan in the Ranger Citadel buys any form of manure (pig shit, bat shit, etc.) for $19/each.
  • Prices can differ from vendor to vendor. Especially be wary of ones that offer you a discount after you help them, as they always have worse-than-average prices to start.
Character Creation
  • Attributes come slowly (every ten levels) so pick wisely. Skill points come relatively quickly, so changing a decision you made early is not that difficult.
  • Intelligence is the single most important attribute in the game. It determines how many skill points you get, and skill points are required to experience a huge part of the game.
    • The next most important attribute is anything that gives you action points, since a character that has 10 AP is able to fire most weapons twice every round, while one with 7 AP can fire once every round and possibly fire twice every other round. Note that depending on your attribute level, either Speed, Strength or Coordination gives you more AP.
  • A high Charimsa is not important for any character except for your "lead", but a low one can hurt your experience gain significantly.
  • Energy weapons cannot critical, so Luck is far less useful on characters with them.
  • The ideal party setup would contain something like this:
    • At least two max intelligence character to act as skill specialists (splitting important, high-level-required skills like Lockpicking, Demolitions, Safecracking)
    • One character with a high Leadership and Charisma (team-wide accuracy bonus plus it prevent rogue actions by your companions, also your conversation starter)
    • Several characters with high Coordination and Strength [ranged] or Strength and Speed [melee] for combat specialists
      • At least one character with a high Strength (for carrying items and tanking in combat) and for good melee damage against weak enemies or when out of ammo
  • Skills by importance:
    • At least one character needs a level in First Aid and Doctor to heal and revive. You probably should have at least two (if not three) with Doctor in case the primary Doctor goes down.
    • (Critical) Lockpicking, Computer Science, Weaponsmithing
    • (Important) Safecracking, Demolitions, Leadership
    • (Nice) Brute Force, Leadership, Perception [doesn't need to be very high], Mechanical Repair
    • (Luxury) Toaster Repair (gives you access to many unmarked quests), Animal Whisperer
    • (Could live without) Alarm Disarming [much more important if you're playing a stealthier game], Barter [eventually you are very comfortable with your scrap], Outdoorsman (you honestly only need a skill level of about 3 to avoid encounters 75-100% of the time)
    • (Random) Kiss Ass, Hard Ass, Smart Ass: these come up infrequently, but when they are useful they are usually EXTREMELY useful. However it's hard to predict them and you usually only get one shot (can't end the conversation, level the skill and try again), plus they often have fairly high requirements relative to other skills checks in the same area.


Plot stuff
  • When you're in Highpool, after you get the power back on, don't forget to attach the radio repeater to the crane radio:
  • The code for the safe in the Infected Village is MAYBERRY.
  • Red's PWCS Store Code: ROSEBUD (answer courtesy of Joseph in the comments, a reference to Wasteland 1). You can't find it in the game, all codes given are expired. If you don't want to use the code you can get in using an alternate route that starts next to the sick woman, Anna Hegedus.
  • How to save Ralphy (drowning)? Use Brute Force on the southeast totem (the one further from the bridge, without the bones on top). Doing it on the wrong one will kill him.
    • I would strongly advise saving him, since it allows him to be recruited as a Ranger afterward.
  • Looking for clues to H.R. (Hell Razor)'s death? There's a logbook hidden in the grass right next to his body. Just wait a few seconds and you'll see the glitter of an item.
  • Trying to get through Darwin's Village without killing any of the Plague Victims?
    • When you go downstairs, there are two paths. One is unlocked and leads to halls and halls of ghouls before finally reaching the purifier.
    • The other is a locked door with a code lock. Without the code or a very high Computer Science (7+), you can use a Sabot Rocket to blow through it. Walk through that hallway, disarm an explosive trap, blow up a chemical (regular gunfire works) tank in your way, then unlock a final door (~60% success rate with Computer Science 4), go through a vent and it will lead you to the air purifier. Note that before the final door is a room with the "Night Terror" and three turrets. Killing the turrets is not particularly hard (concentrated fire or just ducking back and forth around a corner between turns with one character is fine. 
      • Opening the Night Terror room is pointless. You can't interact with him and he doesn't do anything. He will follow you if you unlock his room, but this has no real effect. Killing him gives you negligible experience and loot.
    • Alternatively, you can run past the ghouls. I suggest leaving all your characters at the entrance except one, the "runner". You will need to run through two explosive traps and a locked door (Lockpicking) so plan according. For example, if you had demolitions+lockpicking, you could just bypass it all yourself. However, high speed and action points are necessary to not get caught by the ghouls. You can also use a high health/speed character with either painkillers or the first aid skill to heal through the traps, then a Sabot Rocket to blow up the locked door.
    • Note that you only need to save the majority (51%) of the mutants to get the better outcome.
  • Healing Doc in the Canyon of the Titans...
    • This requires the Surgeon skill. No items necessary.
      • Skill level 4 gives you 28% chance of success
      • Skill level 5 gives you 63% chance of success
    • The injured cowboy on the ground nearby can also be healed in the same manner as above.
      • Skill level6 gives you a 28% success chance.
      • Skill level 7 gives you a 63% success chance.
      • Healing him will give you 80 experience, with no other dialogue changes or rewards.
  • If you have Ralphy with you when you go to the Canyon of the Titans, he will meet his father, Brother Rannel.
  • Code to downstairs Temple of Titan door: 60845
  • Saving Binh from Tinker: Use Computer Science on the main power generator (that's the big one). Then two terminals will activate. One of them will say "DISABLE WIRELESS RADIO" on it. Use Computer Science on that one and that will prevent the insta-kill on Binh. Trying to hack the wrong terminal will result in her death.
  • Getting past Danforth's turrets: You can't. At least not at first. You need to continue on to Damonta (in the far east, past the Canyon of the Titan) and pick up a tank tread there. Your logbook will then update with a suggestion to come back and try the prison again.
  • In the Angel Oracle, you can get the girl out of the tree by using some Rope. You find the Rope near the entrance of the map, next to the hanging men.
  • Figuring out who took Fletcher in Angel Oracle:
    • Walk behind the cell, on the other side of the wall. You'll see footprints that lead away from the area towards a sealed vent.
    • Talk to Elizaveta. Get her to confess to breaking Fletcher out.
    • Talk to the CE Captain, near the entrance of Angel Oracle in a room by himself. He'll mention that two CE uniforms went missing.
    • Talk to Roger Yee down by the farms (he's the one next to a safe). He'll tell you he spotted two men, Gene Cronk and Nick Chavin, carrying Fletcher away.
    • Confront Nick Chavin at the cafeteria. He'll send you to Gene.
    • Confront Gene Cronk at the water pump (that's the area right behind the cell). He'll tell you where Fletcher was taken.
    • (Side note) This is probably a bug (as of 10/11/2014), but when they return your character afterwards, you only get their inventory and not their held weapons. The weapons are stored in the special access room near the entrance with a guard in front and Matt "Zebe" Lee inside. You will get access to that room after you side with the Robbinsons, or after you complete Mr. Manners request in the Los Angeles Aqueduct.
  • Fixing Mr. Manners' toaster: there is no actual toaster to fix. Also, you can't give him the Toast you have either (if you managed to pick that item up). Instead, you must go to the Los Angeles Aqueduct (if you complete the main storyline in Angel Oracle you will get there eventually). There is a broken toaster next to a sign in front of the last encounter, which contains a Toaster Heating Element. Bring that back to Mr. Manners.
  • Beating Whittier:
    • The CotC ambush at Whittier is probably one of the hardest fights in the game. You're clustered together, heavily outnumbered, attacked from all sides and have limited cover.
    • However, winning is easier than you might think. The key is to remove all your armor before you begin the fight. The enemy uses predominately energy weapons, which can easily do 80-120 damage per shot if you're wearing heavy armor (likely at this point in the game). If you have low armor you can put that on (5 or lower), otherwise just go naked.
    • Without armor the energy weapons will do negligible damage. Focus on the melee enemies, the heavy gunner and the lobber first.

Random Stuff
  • There is a working nuclear warhead in the library at Ranger Citadel that, if detonated, will give you a special "end of game" splash screen.
  • The special, uncrackable safe in Silo 7 can only be opened by typing "joshua" to the computer next to it. You must do so before you disarm the nuke.
  • In Darwin's Village in the basement, you can find a computer with the original Wasteland 1 (and even get the floppy disk!)
  • The SA-44 grenade "white item" that you get earlier has no purpose, but when you get to the Citadel at the end of the game, it'll explode (not inert after all!).
  • There's a Reddit AMA (ask me anything) with the Wasteland 2 leads, and it's got some fun stuff in there.
  • RPS interview with Brian Fargo on Wasteland 2
  • RPS interview with Fargo on the dark days of business before Kickstarter
  • Original vision document for Wasteland 2

Saturday, August 9, 2014

Black Cove Quest: Billeh Gahr Puzzle

You enter a normal-looking house when you're confronted with a ghost who tells you that the room is trapped to explode if you move at all.  What do you do?

To solve this, you will need teleportation.  I'm sure there's a way you can do it without teleportation, but it'd be tough.


First, find the switch.  It's under the crate in the middle of the room, but very hard to see. Crate is highlighted below.


Now that the crate is gone, you can see the switch.


Teleport any party member next to the switch...


Then have them push the switch.  The trap will be disarmed.


Wednesday, July 30, 2014

Shadowrun 5th Edition Combat Rules Summary

Glossary

  • Combat Turn: A three-second chunk of time where players act in order of their initiative
    • Composed of a series of Initiative Passes
  • Initiative Pass: Chunks of a Combat Turn.  Characters get one Action Phase per Combat Turn. Typically, all characters are guaranteed an Action Phase on the first Initiative Pass, but subsequent passes will depend on how high their Initiative is.
  • Action Phase: When a character acts.
    • On an Action Phase, you can perform either one (1) Complex Action or two (2) Simple Actions.
    • Additionally, you may always take on Free Action per Action Phase.
      • If you do not use your Free Action, you may use it at any point until your next Action Phase, even if it's during another character's Action Phase.

Useful Links




Initiative (p. 159-160)

  • Initiative Attribute
    • This is a derived value that depends on summing two other Attributes, depending on the Initiative Type.
      • Physical: Reaction + Intuition
      • Rigging AR: Reaction + Intuition
      • Matrix AR: Reaction + Intuition
      • Astral: Intuition * 2
      • Matrix (cold-sim) VR: Data Processing + Intuition
      • Matrix (hot-sim) VR: Data Processing + Intuition
    • If it's Physical Initiative and your Reaction is 3 and your Intuition is 4, your Initiative Attribute is 7.
  • Initiative Dice
    • Each Initiative Type has a Base Initiative Dice.  Certain upgrades (such as Wired Reflexes) can give you more dice to roll, but it's not improvable with Karma.
    • Base Dice:
      • Physical: 1d6
      • Rigging AR: 1d6
      • Matrix AR: 1d6
      • Astral: 2d6
      • Matrix (cold-sim) VR: 3d6
      • Matrix (hot-sim) VR: 4d6
    • Edge can be used to give yourself the maximum 5d6 dice for a single Combat Turn.
      • (House Rule) Only gives you +2d6 dice (still limited to 5d6)
  • Initiative Score
    • This is the sum of your Initiative Attribute and a roll of your Initiative Dice.
    • For example, Astral Initiative is (Intuition * 2) + 2d6
      • If you had 5 Intuition and rolled a 3 and a 6, your Initiative Score would be (5 * 2 + 3 + 6) = 19
  • Ties are resolved in this order:
    • Edge
    • Reaction
    • Intuition
    • Coin Toss

    Tuesday, July 29, 2014

    Shadowrun 5th Edition Character Creation Rules Summary


    Confused about other rules? Check out my other notes (Rigging, Matrix, Technomancers). If you are looking for advancement costs when you have already started play, see here.


    Every character (excluding Street-Level and Prime Runner games) starts with 25 Karma.

    Recommended order to creating your character (p. 65):

    1. Select "Magic or Resonance" Priority
      1. Record your new Magic or Resonance starting value, if any
    2. Select Positive and Negative Qualities
      1. These may change your maximum Attribute and Skill levels
    3. Select Metatype Priority
      1. Spend Special Attribute Points
    4. Select Attributes Priority
      1. Spend Attribute Points
    5. Select Skill Priority
      1. Spend free Knowledge and Language skill points (based on Intuition + Logic)
      2. Spend "skill group points"
      3. Spend "skill points"
    6. Select Resources Priority
      1. Spend Nuyen
      2. Select Lifestyle
    7. Spend Leftover Karma
      1. Spend Free "Contacts Karma" (based on Charisma)
      2. Improve skills, attributes, etc.
      3. Make sure you have <=7 Karma when you're done


    Metatype (and Special Attribute) Priority

    • The number in parentheses of your metatype is the number of Special Attribute Points you receive.
      • Special Attributes are Edge, Magic and Resonance.
      • Special Attribute Points can be used to increase Special Attributes at a one-for-one ratio.
      • Magic and Resonance start at 0 by default.
        • Selecting a Magic or Resonance Priority besides "E" will change your starting Magic or Resonance value.
      • Edge starts at 1 (2 if you're human) by default.
      • Special Attributes are generally capped to 6 for all metatypes at start of play.
        • Humans can have an Edge of 7
        • Certain qualities can bring you further (Lucky, Exceptional Attribute) which require GM approval.
      • Note that since you cannot be both a Technomancer and a Magician, there is no reason to ever have a positive number for both Magic and Resonance.

    Purchasing Qualities

    • Qualities must be purchased with Karma (you start with 25 as mentioned in the beginning).
    • Negative Qualities give you karma.
    • You are capped to at most 25 karma worth of Positive Qualities and 25 karma worth of Negative Qualities.

    Attributes Priority

    • You are given between 12 and 24 "attribute points" (not to be confused with karma) depending on priority level.
    • Each attribute point raises a Physical or Mental attribute by one point.
      • Eligible attributes are
        • [Physical] Body, Agility, Reaction, Strength
        • [Mental] Willpower, Logic, Intuition and Charisma
      • Note that special attributes (Edge, Magic, Resonance) CANNOT be raised with attribute points (they require "special attribute points" that are granted in the Metatype Priority step).
      • Initiative can never be directly raised (it is a derived attribute).  Your Initiative is Intuition + Reaction + 1d6.
        • Astral Initiative is (Intuition * 2) + 2D6
        • Matrix Initiative (Cold Sim) is (Data Processing + Intuition) + 3d6
        • Matrix Initiative (Hot Sim) is (Data Processing + Intuition) + 4d6
    • All attribute points must be spent in character creation.
    • Only one Mental or Physical attribute can be at the racial maximum.
      • This limitation does not apply to Edge, Magic or Resonance (special attributes).

    Magic or Resonance Priority

    • The priority table (p. 65) shows you what your starting Resonance or Magic special attribute level is. Your Special Attribute score should be immediately changed to reflect this, and this should be done before adding Special Attribute Points (see Metatype Priority).
    • Aspected Magicians can never change back to regular Magicians.
    • You may also get Magicial Skills if you select priority "A" or "B".
      • Magical Skills are listed on page 90.
        • Alchemy, Artificing, Banishing, Binding, Counterspelling, Disenchanting, Ritual Spellcasting, Spellcasting, Summoning

    Skill Priority/Purchasing Skills

    • Skills are classified as either Active, Knowledge or Language.
    • Your Skill Priority Level gives you a certain number of points (ranges from 18 to 46 "skill points", 0 to 10 "skill group points").
    • You are given free "Knowledge and Language" skill points equal to (Intuition + Logic) * 2
      • They can only be used for Language and Knowledge skills.
      • Language Skills are tested with (Language Skill) + (Intuition)
        • In character generation, the language skill level cannot exceed 6
      • You start with one native language as well (indicated by a "N" on the character sheet).
      • Knowledge Skills when first selected must be either Academic, Interests, Professional or Street depending on how your character learned it.
        • Academic and Professional skills are tested with (Knowledge skill) + (Logic)
        • Interests and Street Knowledge skills are tested with (Knowledge skill) + (Intuition)
    • All Skills start at 0.
    • Increasing a Skill costs 1 "skill point" per level.
    • Increasing a Skill Group costs 1 "skill group point".
      • A skill group increases all skills in the group by 1 level.
        • Skill groups are listed on page 90 (e.g. Athletics, Electronics, Sorcery).
      • In this step you cannot separate skill levels from the skill group level (if any). That must be done in the "Spending Leftover Karma" step.
    • You may also purchase Specializations with your "skill points".
      • Specializations cost 1 "skill point".
      • Specializations give you +2 dice pool when applicable.
      • Specializations can never apply to a skill group, and once purchased they "break up" the skill group preventing them from ever being raised together as a skill group again.
      • In this step you cannot specialize a Skill Group, as it would break it up.  that must be done in the "Spending Leftover Karma" step.
    • In character generation, skills are capped to level 6 (7 with the Aptitude quality).
      • Once play begins, skills are capped to level 12 (13 with Aptitude).
    • Magic and Resonance skills cannot be purchased unless you have the associated Special Attribute.
    • Aspected Magicians can only use one category of Magic Skills (Sorcery, Conjuring or Enchanting).

     Spending your Nuyen (p. 94)

    • Your Resources Priority level will give you between 6,000 and 450,000 starting nuyen.
    • You cannot end character generation with more than 5,000 nuyen.
    • Karma can be converted to nuyen at 1 karma point = 2,000 nuyen
      • This is capped to 20,000 extra nuyen
    • Nuyen cannot be converted to karma.
    • Note that some metatypes have cost modifiers.
      • Trolls have a 10% Lifestyle cost increase
      • Dwarves have a 20% Lifestyle cost increase
      •  (note that the Errata removed the extra cost for gear and increased the Lifestyle costs)
    • For character generation, there are some limitations on gear:
      • Each attribute (Mental and Physical) cannot have an augmentation bonus of greater than +4 (from cyberware and bioware)
      • Availability <= 12 (note that this ignores Restricted/Forbidden, Gamemasters may choose to disallow Forbidden at character creation)
      • Device Rating <= 6
    • Essence is lost whenever installing cyberware and bioware.
      • Essence starts at 6.0
      • Whenever Essence is lost, it reduces Magic and Resonance.
        • Losing .01 - 1.0 Essence reduces Magic and Resonance by 1.
        • Losing 1.01 - 2.0 Essence reduces Magic and Resonance by 2
        • etc.
      • If your Magic and Resonance reaches 0, you can become permanently burned out.


    Spending Leftover Karma (p.98)

    • Your leftover Karma amount is 25 - (Positive Quality cost) + (Negative Quality value)
    • All limits from the above steps are still in force (e.g. only one Physical or Mental attribute at maximum, skill levels cannot exceed 6)
    • Note that in this stage you are now allowed to break up Skill Groups by improving individual skills in that group with Karma, or purchasing Specializations.
    • Conversions (all conversion done at standard Character Advancement Rates p. 103)
      • Physical and Mental Attribute levels increase at (new level * 5) Karma.  Going from 5 to 6 Strength would cost 30 Karma.
        • Note that you cannot have more than 1 Mental or Physical Attribute at the maximum during character generation.
      • All Special Attributes can also be raised with Karma at the same cost as Physical and Mental attributes.
        • You may have all your Special Attributes maxed out if you wish.
      • Active skill levels increase at (new level * 2) Karma.
        • Note that Active skills cannot exceed 6 in character creation (excluding Aptitude)
      • Knowledge and Language skill levels increase at (new level *1) Karma.
        • Note that Knowledge skills cannot exceed 6 in character creation (excluding Aptitude)
        • Note that Language skills cannot ever exceed 6.
        • Note that skills cannot exceed 6 in character creation (excluding Aptitude)
      • Skill Groups can be increased at (new level * 5) Karma.
      • Complex Forms cost 4 Karma each.
      • New spells cost 5 Karma each.
      • 1 Karma per Bound Spirit service (Force = charater's Magic level)
      • 1 Karma per Registered Spirit task
      • Bond Foci: see page 318
    • Contacts
      • You receive free "Contacts Karma" equal to Charisma * 3
        • This can only be used to acquire or improve Contacts.
      • Increasing Loyalty or Connections levels requires 1 Karma point each
      • All Contacts must have at least 1 Connections and 1 Loyalty level, which means the minimum Karma cost for a Contact is 2.
      • A single Contact cannot have more than 7 Karma (including "Contact Karma") spent on them.
        • This means you are capped to 1/6, 6/1, 4/3, etc.
    • You cannot start the game with more than 7 Karma.

    Inherent Limits

    • Mental Limit is [(Logic * 2) + Intuition + Willpower] / 3 (round up)
    • Physical Limit is [(Strength * 2) + Body + Reaction] / 3 (round up)
    • Social [(Charisma * 2) + Willpower + Essence] / 3 (round up)


    Monday, July 7, 2014

    [TIP] How to fuse +stat eggs in Puzzles and Dragons efficiently

    Fusing costs 100g x level of the base monster.
    Fusing a monster with +stats costs an additional 1000 x the *sum* of the plus modifier of the base and the "fodder" monster.

    If you are fusing a fodder monster to a level 7 base monster, it costs 700 gold (100 x 7).
    If you are fusing a +1 fodder monster to a level 7 +5 base monster, it costs 8700 (100 x 7 + [7+1] x 1000) gold.

    As a result, it's way cheaper to combine multiple lower stat monsters together before doing the final fusion.

    Let's ignore the level for the moment.  Let's presume you are fusing 5 +1 monsters to a single +10 base monster.

    If you fuse them directly (even if it's at the same time), it will cost:
    ([10+1] x 1000) * 5 = 55,000 gold.
    (base monster stat bonus + fodder monster stat bonus) x 1000 * (number of monsters)


    If you fuse the five fodder monsters together first, then fuse the resulting monster to the base monster, it costs:
    ([1+1] x 1000) * 4 = 8,000 gold for fusing the five fodder together into the "intermediate" monster
    ([10+5] x 1000) = 15,000 gold for the final fusion
    ...which sums to 23,000 gold.

    Sunday, March 30, 2014

    Shadowrun Dragonfall: The Lab Below


    How do you get into the weapons locker?

    • You will encounter a room that is behind some glass "that has a crack down the middle".  In order to enter, you must get the drone control box from the safe on the southeast side of the map, next to a terminal.  You will need to use the terminal to open the safe.  After you have the box, instruct it to deploy drones to the "weapon locker" and it will blow open the wall.

    Monday, March 17, 2014

    Shadowrun Dragonfall: OTK International run

    The username to the terminal (left of start, past the late night guy) is swilliams.

    The password is 0629 (June 29th, his daughter Lucy's birthday).

    Atlas of Worlds Strategy (Path of Exile Heist League 5.12)

     Despite reading the wiki and other good resources, I still found the POE atlas/map dropping to be extremely confusing. I've written a s...