![]() ![]() Photosynthetic Skin: The hunger clock is impossible to work with at level 1, not useable for an esper. Phasing: Very useful at level 1 as an escape route, but very expensive. Later however, it is outshone by floating lightsources. Night Vision: Cheap and super useful in shield/dual wield builds early in the game. Multiple Legs: Too expensive, only effects movement, and starts out totally ineffective. Multiple Arms: Trash, except /maybe/ useable in a dual wield build (for flurry). Horns: Interesting in that there is no strength cap, so it scales with strength as well as mutation level, meaning that it's quite a good Lvl 1 mutation. Still, 7 quickness isn't really worth talking about. However, in higher toughness builds, it is less sorely felt, and leaves less to RNG. Heightened Speed: Less than half as good as 1 level of adrenal control, and the toughness can be quite significant if you're starting low. However, you have to give up the hand slot, and without upgrades, neither can really greatly affect temp levels or deal much damage. Maybe once I've seen a situation where I've wanted it.įlaming/Freezing Hands: As mentioned, scale very well. In addition, you can't really dig the higher strength walls with it anyways without upgrading it.Ĭarapace: As mentioned elsewhere, really strong if upgraded, but at level 1 it's a bit of a dud, easily out scaled by other armours.Ĭorrosive Gas Generation: Weak at level 1, requires upgrades and even then isn't very useful.ĭouble-Muscled: Can be really useful in strength builds, and 6 move points really aren't that big of a deal.Įlectrical Generation: Decent last resort in the early game, and likely does more damage to a strong enemy than you can do in a turn.Įlectromagnetic Pulse: I've /never/ found a use for this mutation. Digging is too rare of an occurance with too many alternatives for this to be truly useful, and the hand slot is (in physical builds, which all espers are) sorely missed. It's a little expensive, but I think it's the best speed mutation, so long as you use it in bursts.īurrowing Claws: Not very useful. So you want those mutations that start out really useful.Īdrenal Control: Very solid mutation, is a good mutation for getting at level 1. Note that the only time you'd want Chimera is when you plan to get lots of mutations, all at level 1. The XP granted for a creature kill will be determined by taking the XP Value times the multiplier listed below (dependent on Tier Difference).There are alot of good physical mutations. Attacker Tier: Tier is calculated from level the same way as described above. ![]() You can find a creature's level listed in the infobox on its wiki page. So, for example, levels 1-4 are Tier 0, levels 5-9 are Tier 1, and so on. Victim Tier: Tier is calculated from level.Tier Difference: The attacker's tier minus the victim's tier.You can find this value in the infobox on each creature's wiki page. XP Value: The target creature's base XP amount.The following values are involved in the XP calculation: If the attacker is a dominated creature, the dominator will not gain experience unless the dominated creature is also a follower. ![]() XP is only granted to the creature who landed the final blow, as well that creature's followers and/or party leader. This base value is modified depending on how the attacker's level compares to the target's level. When the player or another creature gains enough experience, they will level up, granting them the associated increases to attribute points, skill points, or mutation points depending on level.Įach creature has a unique base XP Value which is used to grant XP when the player or another creature kills it. Experience can also be gained through non-violent means refer to the Other Sources of Experience section below for more details. Creatures more than two level tiers below the attacker grant 0 experience. XP drops off exponentially for killing creatures at lower levels. Experience or XP is awarded primarily when a player or creature kills another creature that is of a similar level or higher. ![]()
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