Encased: An unkillable pacifist

Build for the passage of the pacifist – without killing anyone (whether alone or with companions) and the buildup of protection, so that to 12-13 no one could kill him. Passage motto: “Forever Young, Always drunk”.

Character Creation

Build for the passage of the pacifist – without killing anyone (whether alone or with companions) and the buildup of protection, so that to 12-13 no one could kill him. Passage motto: “Forever Young, Always drunk”.

The pacifist doesn't need to be strong, a pacifist needs to be smart.
So the way to the white wing:
+1 mind
+10 hi-tech weapon (not particularly needed)
+ 15 medicine
+ 15 science
+ 25 biochemical protection.
The advantage is good biochemical protection, which is a very useful thing to start with, well and mind of course.

Botan's initial stats:
Strength - 1
Attention - 10
Body – 10
Charisma – 9
Intelligence – 9
Agility – 4
Fortune – 1
Psycho - 1

Abilities:
Crime
Influence
Survival

Trait - spirituality: all damage minus 40%, all protection +20
We don't need to hit hard and kill someone, we are pacifists.

Walkthrough and detailed buildup

We arrive at the Commonwealth and run to get clothes and further on quests.
Upon arrival, we have initial abilities:
piloting 11
medicine 34
technique 11
science 26
crime 35
influence 48
survival 50
We do not pay attention to weapon skills.

From the weapon of Margarita Tkachenko from the energy I recommend to give up and take hand-to-hand, or a baton, then we get 8 energons, which is very useful.
The fight with holograms is not worth going through, it is possible to lock up the pacifist.

On communication and scanning, we quickly get 2 level.
We are pumping:
technique before 15
science to 30
influence before 50
survival until 60

We steal, we pick the locks, we disassemble what we can, bred for money, doing quests, eventually 3 level. It is advisable to steal 2 sharpening 2 level.
I take perk “botan” (45 technique and 45 science). Now we are cool smart people.
All skill points in crime before 55.

We continue in the same spirit to carry out everything in a row. To 4 we reach the level by playing with bolts.
We invest points: science 80, crime 60, influence 60.

We are purchasing (or steal) clothes with maximum bonuses for biochemical protection.
Everything, can leave the Commonwealth.

We complete quests at the Picnic. Rats, do not touch the necroid and bandits. Leaving everyone we rob. Especially worth bringing with you a timer bomb.
After communicating with the bandits, they should receive 5 level. We bring the technique to 70, and science to 90.

After completing all the chores, we go to Nashville..
Collect the relic along the way, who can we rob, we disassemble the unnecessary and in the end we get 6 level for opening doors, exploration of new places, etc..
I take perk “optimizer” (+25 carried cargo, +40 devices).
We bring the technique to 90.

On leaving the caves of Nashville, we get to the Observation Deck already from 7 level.
We download the technique to 100, and crime before 70.
Reading a book on the observation deck +15 devices.
Now we can clear mines too, and plant bombs, and cut out unwanted sprays and taser.

Going to the Slums of the Suburb. We don't take Katarzhina as a satellite yet.
We ransack everything around, we take everything that is not nailed for ourselves.
In the suburbs, we blow up a pile and pull out a relic spiral from under it +18 psi protection (it is possible that different relics are generated in different playthroughs, but my spiral fell out.)

As a result, in the suburbs, our biochem defense is already 106 (basic 45, +20 laboratory jacket "Albatross M73", +20 field trousers "Linnaeus", +3 Mariner boots, +3 engineering cap, +10 respirator «Delver K1»).
No cockroaches are scary anymore, nor the Fox. You can frolic in the arena, just stand and watch how the Fox will cut itself.
We read books in the slums of the suburbs +15 psionics and melee.
In the course of running, study and hacking we get 8 and 9 levels.
On the 8th, we accelerate the technique to 120, on the 9th – crime before 90.
We take the perk - mysterious patronage (-1 levels to perk).
Now you can go to Katarzyna – subtly hinting to her, what help she will give everything she has. We undress and try on her clothes for one thing..

We take Katarzhina to Magellan. We communicate kindly with the elevator operator, I steal the relic.
At the entrance to Magellan, it is better to register through hacking the terminal.
Shake Katarzhina to the fullest, and besides money we get an excellent relic: warm knot +100 cryoprotection - 2 all OD. Now we are not afraid of freezers with cryonecroids..
Arriving on Magellan, we swing through quests and survey of all floors.
Don't forget to read books +15 crime, hi-tech and light weapons.
While we run through the floors, easily get 10, and then 11 level.
10th survival up 80 pumping.
On the 11th, we finally go to combat – pumping in already 10 points to hand-to-hand, now we are cool karatekas – we get our main weapon “punch karate”. The remaining 10 points in survival.
Take the Brewer perk (Protection +8 with slight intoxication, +16 with a strong).
Now alcohol is our everything! We buy it and steal it.
FROM 10 level begins to come across good gear – purchasing, if you come across things from the equipment section. Everything is quite simple and often on sale.

After 11 level, you can go to the big world under the Dome to solve the assigned tasks according to the plot.
At the 12th level, we invest 15 points to crime, 5 leave in reserve.
Basically on 12 level when drinking alcohol, all the protections are already 100 and higher, ie. become unkillable. We neutralize negative effects during fights with food and medicines.

Visiting on assignment Picnic, we deal with cockroaches, we read a book in a swamp +15 survival.

I sail in peace. If before that we have not bought the necessary equipment, we buy it from the merchants we meet.

On 13 level up 15 points in survival up 120, but 10 skills we leave free, on 14 level we will have 30 glasses, which we send where we want, to 150 can be pumped into or into crime (+1 dexterity), or in technique (+1 perk), or in survival (+1 body). It is preferable all the same to the crime.
The perk obtained at the 13th level is sent to “deep sleep” (after resting in bed on 24 hours all protection on +10).

Now we are not killable in principle, and we can spit in the face of the enemies we meet with a sleep spray and beat them in the face with a karate blow. The main thing is not to hurt anyone inadvertently.

on 13 level of protection:
protection class 22
fur protection 114
energy protection 110
biochemical protection 130
thermal protection 112
cryoprotection 110
psi protection 112.

And everything that doesn't kill us, makes us stronger, and since nothing can kill us, then all the blows heal us. (dissection doesn't count)

Where to distribute skill points in the future and which perks to take – it doesn't matter at all, yes, whatever you like. the main thing , so that there are always zeros in the statistics of battles – then we are pacifists.

Fins

3 ur - botan (45 technique and 45 science)
6 ur - optimizer (+25 carried cargo, +40 devices)
9 ur - mysterious patronage (-1 levels to perk)
11 ur - drinker (Protection +8 with slight intoxication, +16 with a strong)
13 ur - sound sleep (after resting in bed on 24 hours all protection on +10)
further to taste

Equipment

Helmet "Colossus" (is worth 1200 combodes, protection class +8, fur protection. +7, thermal protection +5, cryoprotection +5, authority +3)

Hiking suit "Leader" (is worth 1800 combodes, evasion -10, fur protection +25, energy protection +20, biochemical protection +25, thermal protection +20, cryoprotection +20, health +15)

Pants "Rear Admiral" (is worth 550 combodes, protection class +3, fur protection +15, energy protection +10, biochemical protection +10, thermal protection +10, cryoprotection +10, saved ODs +1)

Engineering boots "Hemeostasis-2" (stand 625 combodes, travel speed +0.3, energy protection +3, thermal protection +5, cryoprotection +3)

Protective mask (is worth 175 combond but located in the course of the passage, energy protection +5, biochemical protection +3)

Gloves dress according to the situation.
The best defenders are sold by the clerics:
Retribution Handbooks (stand 800 combodes, devices +15, energy protection +5, thermal protection +5, cryoprotection +5, psi protection +7)

Relic spiral +18 psi protection.

Take as needed to raise protection

Medication:
antiseptic: +15 biochemical protection
ARAD-3: +45 energy protection, +15 biochemical protection

Food and drink:
Cheerfulness +2 initiatives +1 saved ODs
Hearty food +1 body
Fatty food +1 strength
Healthy food +1 dexterity +20 regeneration
hot food +1 initiatives +5 cryoprotection
ugly food -2 mind +1 psycho +5 psi protection
happy cookie +2 fortune +15 resilience
candy "crustaceans" +3 initiatives
spicy food -2 charisma +5 biochemical protection
smell of food -2 charisma +10 decisiveness
poor food +2 Attention -15 learnability
salty food +10 cryoprotection

From bekxam

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