So that we might actually understand what distributing your Attributes means, we will get into your Derived Stats first. It is also THE attribute in charge of Combat Speed (very handy) and helps Evasion (which for analysis purposes is ignored but still not bad). HANDYMAN: No Critical Failures when using Mechanical Repair
FAINTING GOAT: A 35% chance to cause an enemy critical to miss entirely, at the cost of putting that Ranger back in the turn order.
Once you have distributed all of the points, you will be able to specify the looks of your character, and traits of character, in the next window: age, religion, origin and which cigarettes they smoke.
That said Luck isn't *useless*, per se, but it doesn't reliably govern any of the Derived Stats that I claimed were the key Derived Stats above. Do try to fit Toaster Repair on one character or NPC. Then, their cost raises by 4 points, at levels 4-6 (10, 14, 18) and by 6 points at levels 7-9 (24, 30, 36).
. -100% crit chance and .6 combat speed when sober. On level up: Let me get a little into weapon specifics here, since that's what this build is all about: The beauty of The same goes for skills - being universal is not a good solution. Skills are divided into passive (that are permanently active) and active (you need to have the character use them). SELF DEFENSE: +1 Armor at close range with Bladed Weapons Notice that even the highest level doesn't mean that all your problems are gone. -1 Skill point on level-ups 2-10. Yes, please.
Wasteland Wasteland 2 - Character Builds. BANDIT/GUNSLINGER/DESPERADO: 4/8/12% Chance for a free Handgun attack on each attempt
True combat characters might use this as a dump stat, but 4 is a good amount for more balanced combat-oriented characters. They are somewhat balanced by being unable to perform as effectively in close ranges, but with the associated Melee Shooting Perk and high Skill level they should do alright even in close quarters. If you have the mental stamina I guess this could be considered non-essential, but I've never tried playing that way and I don't particularly recommend you do either. EXPLORER/SCOUT/WORLD TRAVELER: +25/50% World Map Vision Range, and all locations revealed (World Traveler)
You cannot get around it. Instead, I am going to point out the Quirks that might work well for a certain Ranger type or help the team or at least might have a niche practical use. Pick it up on someone. The very low charisma may hurt your total party charisma score, though. In fact, it's rock bottom. You will eventually want to utilize precision hits on enemy armor with this weapon as penetration is low, but with its perk series and headshots Handguns are capable of solid damage and if lucky enough can do serious hurting. Using Strength as a dump stat isn't good for your carrying capacity, but that's what your melee guy or your NPC companions are for.
Leadership can increase your Chance to Hit on up to six other Rangers. GHOST: The Ghost-user will no longer trigger ambush status Initiative on the enemy should s/he be spotted first. If you skip this be aware you will miss on the chance for many skill books, a good end-game SMG and Energy weapon (that is acquired relatively early), other weapons that are good along the way, and some other good random stuff and some fun interactions. Since you have 7 attribute points to distribute, you can max out on one attribute only. I might later call these three stats the "Action Point three" and the ideal that their combined total be divisible by 4 the "Rule of 4".
Still, being ultra-efficient with where you end your AP is a worthy goal, and worth considering. I take the investment required to pick up a series of perks (like Applied/Stunning/Staggering force) into account when rating these. MELEE SHOOTING: -35% Close Range Penalty when using assault rifles You do not have to select a quirk. Many Lockpicking targets can be Brute Forced, and vice-versa, but there are a decent number of Lockpicking targets you cannot Brute Force.
: If I ever wanted to make a Ranger hoping to reap the rewards of luck, I would probably take something similar to the Speedy Leader or Rounded Leader and exchange gains in Charisma for Luck. SOLAR POWERED: 15% chance your Energy Weapon attacks use no ammo Still, you can redefine them, according to your own vision, or create your own characters. CONFIDENT/FOCUSED/ZEN SHOOTER: -15/30/45% Under Pressure shooting penalty In many turn-based games Initiative only determines who goes first. Didn't we say above that Combat Initiative is, like, super important?
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