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Tides of numenera nano build12/20/2023 ![]() Of course Flash and Maelstrom are the only real offensive spells after Tier 1. After that it's pretty much whatever you thing is cool or useful. I would pick Scan thoughts and either Innervate or Adaptation as the first Abilities. There's items, quests, cyphers, skill checks, and probably other stuff I'm forgetting that will improve almost all aspects of your character, so keep an eye on that guide especially when you enter a new area or are about to advance the story. ![]() That said, there are light weapons that use the intellect stat, including one really cool pistol near the end of the game. You will have oodles and caboodles of stat points by the end of the game, so no need to be stingy and put all of it in intellect (Edge points too). Speed however, might be fun if you want to use some pistols or daggers in addition to spells (not completely necessart but fun). Since you only have access to light weapons, and an an inability in Smashing, Strength may not be a priority. As for stats, you can either go all out on Intellect or leave some for the other stats. A lot of the choice of which skills you chose on level up is your own judgement, if you're ok with save scumming. I would always have the Permanent Bonuses Guide open, and plan level-ups accordingly. ![]() You don't need to look up the details of an area in the game if you keep an eye out for certain things, at least that's what I've found. I'm not going into detail on everything, and you'll may want to look some items or Descriptors / Foci (although I always pick the Focus "Masters Defense" for reasons listed below), but the game is really short and easy. This is mostly just a recount of my third playthrough, not so much a comprehensive guide as it is a list of general principles.
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