![]() ![]() This game is all about surviving and thriving, and as an esper you won't go wrong if you play your cards right. Time Dilation - haven't tried this one, but it seems like a solid option for escape or combat. If you alone can kick everyone's ass, what more if there was seven of you? Emphasis on don't mix with Disintegrate. Know your limits, and live to fight another day. Teleport Other - alright, but don't rely too much on it. Telepathy - nope, unless you're roleplaying. This does not affect temporary physical mutations gained from equipment or cooking. It can be chosen upon character creation. The life drain can keep you alive in a nasty fight. Esper is a morphotype that limits the player to only being able to acquire mental mutations and defects. Kills most things alongside Clairvoyance. Sunder Mind - another good esper ability. It's a pretty thing to have if you want to do a lot of exploring and escaping, but it can also put you in more danger than you're already in. Spacetime Vortex - a mutation with a lot of soul. Or that random legendary Seeker that lies on the other side of the map. Sense Psychic - meh, but good for the third troll in Bethesda Susa. Pyrokinesis - good, but Cryokinesis is better. But it saves you money cause you won't need data disks much and you get free entry to security doors without expensive keycards. You have banana recipes for low-level psychometry. Essentially a save/load mechanism, but lore-ified. Not much mental attacks happen in Qud though, but when it does, you can thank Mental Mirror for that extra MA and reflect. Mental Mirror - good for low willpower characters, still great for high willpower characters. ![]() Mass Mind - the extra glimmer on every use is discouraging, but it may save your life. Shitty early on, but scales quite alright. Light Manipulation - beautiful mutation, this one. Will save you from a hail of bullets while being able to shoot back from the inside.įorce Wall - IMO an inferior Force Bubble. You included.ĭomination - Cheese your way with merchants and good for doing some quests without any danger to yourself.Įgo Projection - I've never tried this, but I feel this is more fitting for a mixed mutant than an esper, unless you're going to be melee-ing everything.įorce Bubble - one of my favorites. When your clones activate this, everything next to them is fucked. Great synergy with Sunder Mind and other mutations, and allows you to plan your steps beforehand.Ĭonfusion - questionable for general use, but good against other espers.Ĭryokinesis - decent enough, the freeze can turn the tide of a fight.ĭisintegration - Great, but don't mix with Temporal Fugue. The randomness of the plants that spawn is something to watch out for, though.Ĭlairvoyance - very useful, but you can do without it. Great to have even if you're not planning to rely on companions.īurgeoning - has saved my life more than once. And even then, you have Psychometry for that.īeguiling - wanna have a pet salt kraken? Get this. Intelligence is useful but not necessary unless you're planning to craft stuff, which is a gamebreaker. I don't remember the stat allocation except that strength and agility were both at 13.įocus on willpower and ego, and don't neglect toughness. Then again, I was playing a Domination+Psychometry+Force Bubble esper that had luck getting beguiling early on, so I mostly relied on companions and grenades. just throwing out ideas.On one esper of mine, I dumped strength and agility. I think adding some kind of tinkering item like a cloaking device that hides your presence from hunters and takes a special kind of power cell - maybe one you have to pump experience points into ever now and again to keep active, almost like powering it with sheer force of will (being an esper, that would make sense). Never did the whole body-swap method because you lose all of your powers and inherit whatever the creature had (good or bad). ![]() Starting out the hunters aren't obtrusive to gameplay but they do become so fairly quickly. On top of them scaling with your own power level, once you get to mutation levels of 10+ in several mental powers the hunters seem to spawn about once every other screen.įor now I use a mod that turns glimmer off. For myself I messed around with the Wish commands to see how ridiculous the hunters could get (by wishing in mutations and ranks). However, all mutants suffer the wrath of the Templar so I think glimmer could be scaled back a bit so players can enjoy their (usually) hard-gained power. I do understand that needing some level of counter measures because comparatively, chimera powers aren't as OP. but destroying your own gained power in order to stop the hunts? I don't know. However, it becomes nigh unplayable once you get your esper powers cranked up. I like, really like, the idea of glimmer. ![]()
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