With both Armor I and Dragon Slayer you have 2+3=5 Damage Reduction while naked. That's 1+5+11+4=21 Karma that demark the peak of Karma Efficiency. Although Heal suffers from a lower Essence it remains more effective even than Body 4, be it for a Street Sam. Heal is a protection against exactly these high damage attacks thus covering the only weakness of Damage Reduction. Totem Abilities are unaffected by Cyberware and don't need a Spell Slot.Īlso you'll raise Willpower and Spellcasting to 2, that's 2+2=4 Karma for Heal.ĭamage Reduction is strong against repetitive low damage attacks but weak against single high damage attacks. Charisma 3, an Etiquette and Wild Spirits are very nice boni. Next you will always get Charisma 3 and Summoning 3, just to take the Dragonslayer Totem. You will never get any less than 3 Body either, 2+3=5 Karma. To make it even better both are rather independent of cooldowns and go well with an almost-Cyberzombie casting them. That is the most effective Karma Point ever. The easiest solution to that is Damage Reduction.Ģ1 Karma will be invested to be the foundation for the Solo, as the solution to taking damage.ġ Karma is to be used for Spellcasting 1 to cast Armor. In any case the main problem is you dying, which obviously means you taking more damage than you can sustain. Many parts can be forced without any actual solution by using the dark force known as Quick Save, depending on character. The problems can be tough and you may not be able to pass them if you lack the actual solution. In party play those can be very powerful since you can afford to specialize, leaving defense to your team to worry about.Īnyways: the most important thing for any kind of game should always be to.ĭF offers solutions to problems, like a puzzle. In a Solo those are harder yet no less fun. Should you want to use this guide for a normal game I'd recommend to also read the Advanced Classes chapter. Mages aren't short on money either, for the same reason. If you take Blitz along anyway you do not need to have Decking yourself to unlock that Karma & cash.
Decking giving you a bunch of extra Karma and Nuyen: that's only the case compared to having no Decker of course. Mind some stuff can be misleading in that case. That said the guide is applicable to a normal game. The guide might still inspire - that's up to you to decide. Let me assure you: there is room to do whatever you like in an ordinary game. You honestly don't need a guide for party play. A Solo is supposed to only be attempted after you played through the game at least once, enjoying the story, the atmosphere and the many possibilities Character Generation offers.
DRAGONFALL SLAPDASH COST MANUAL
Especially without manual saves, always assuming you play on Very Hard. This guide makes a Solo possible yet does not abolish all need for good play. You'll have around ~90 Karma when the true solo starts. In short: the initial missions are not solo'd. You are however allowed to fully use any and all characters that join your party without you having a choice. What I am talking about here, "the Solo", means to never take anybody besides your Main Character onto any runs if you have a choice.