User:Vayra/Vayra's Elaborate Scrub Guide

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Revision as of 12:58, 19 September 2010 by imported>Vayra
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HI VAYRA I WANT TO BE COOL LIKE YOU OR MAYBE COOL LIKE SOMEONE ELSE HOW DO I GET STARTED?!

What, well, okay, I guess.. I'm going to turn you into a killing MACHINE or whatever and girls will like you and you will be able to beat up the people that made fun of you.

How do i make a character..?

GO TO THIS FUCKING PAGE AND READ THAT SHIT. I JUST UPDATED IT.

IF YOUR BUILD ISN'T MENTIONED THERE YOU SHOULD PROBABLY REROLL UNLESS YOU'RE 100% SURE YOU KNOW WHAT YOU'RE DOING

SERIOUSLY PICKING THE WRONG STATS CAN REALLY FUCK YOU UP AND IT WILL SUCK A LOT MORE TO REROLL LATER ON

I want to join a corp, which corp do I join?

Basically you just who and look for anyone who is a manager or board or CEO of pretty much any corp and page ('<name> <text goes here>) them and tell them you want to join.

Here's a list of half-decent corps that will hire you probably:

  • FLEX
  • HBARN
  • LOVE
  • TLE

Here's a list of fucking terrible corps that will try to hire you and you should avoid:

  • OLW
  • GORE
  • KING
  • ENEMA
  • KREW

What do i now, how do i survive in a corp?

Well the first thing you should do is say hi. You can just type c hi im a new gay guy who is cool i guess and maybe tell us something else about yourself like what you are trying to do with your life or hellmoo character. You talk to the corp by typing c <text goes here> if you haven't figured that out yet.

Ask your CEO or a board member/shopkeep if you have any questions about anything. Ask managers if your CEO/board/shopkeeps are all not around. DO NOT LISTEN TO THE EMPLOYEES because they are probably wrong and stupid.

Whats this about an HQ?

If you joined a good corp, your corp has a JS HQ. That's in the JS building in corpclave. It is JS on your map. You can find out what suite is your HQ by typing corp and looking at the "controlled areas:" line near the bottom

IMPORTANT STUFF ABOUT HQ:

  • Before you go in, look up and l d and make damn sure no one is standing around waiting to follow you in. You will be fired or at the very least yelled at a lot if you let anyone into the HQ so don't fukken do it.
  • Likewise, before you leave, peek out and make sure no one is standing outside.
  • Close the door IMMEDIATELY once you are through it. You can do this by typing close <suite number> if you are outside or close out if you are inside.
  • Don't touch the sex slave and/or roomba on the patio. They're there for a reason.
  • No, you can't sleep in the HQ or use the clone tank.
  • Your shit is kind of organized. See the following table and don't fuck it up and put shit where it belongs.
things go where
crafting materials/workbenches ----- north office
armor, weapons and other gear ----- bullpen
armor, sometimes ----- west office
drugs and medicine and shit ----- health center
chill and furniture ----- conference room
food and cookstoves and perishables ----- freezer or kitcher
valuables or anything you care about ----- your own damn apartment

What shit do i use?

Well honey, that depends on who the fuck you are!

What weapons should i use?

If your weapon class isn't mentioned below that's because you should reroll.

If you don't know where to get something, ask in corpchat. You might have some in the HQ and if your corp doesn't, someone will either get you one or tell you how to get one. EVERYTHING IN HQ THAT YOU NEED IS YOURS. IF YOU ARE GOING TO USE IT, IT IS PROBABLY FOR YOU.

Flails

Flails are retarded and don't really exist. That said:

  • Use a sock-in-a-half-brick until you hit 4 raw.
  • Nunchaku are pretty good (really really fast).
  • Meteor hammers are okay.

Whips

Whips are kind of fucked for early-game weapons. Low-end:

  • Electrical cords are sort of fast.
  • I hear antenna whips are the best shitty whip.
  • Venemous lashes do acid damage.

High-end:

  • Urumis (craftable) are good, fast, slash damage whips. They are probably better than blacklashes.
  • Blacklashes (craftable) are good, fast, slash + elec damage whips.
  • Flash whips (craftable) are good, fast, elec damage whips. They are probably better than blacklashes.

Blades

Blades own. Low-end:

  • Katanas, wakizashis and nodachis are all decent and obtainable very easily.
  • Fine wakizashis are really, really fast. I think this is the best newbie blade.
  • Fine katanas are really fast AND do good damage. You can get one from a journal pretty easily but you're fucked if you lose it.
  • Wasteland kukris are like fine katanas but craftable.

High-end:

  • Daikatanas are decent.
  • Bruce springsteels are very, very slow but deal a ton of beat damage.
  • Boss springsteels are slightly faster and weaker bruces. I think they're way less good, personally.
  • Shiver swords deal incredible damage but are a bitch to craft and require power cells.

Clubs

Clubs own. Low-end:

  • Sagebrushes are a fucking amazing weapon. They're free, they do acid damage, and they're extremely fast. Remember to mod them. (inertial damper and force enhancer)
  • Lightweight pickaxes are parry class 2 and free.

High-end:

  • Crime sticks do amazing damage and are one-handed and parry class 1. Bonus: they're free (though annoying to get).
  • Piston hammers do a lot of beat damage plus some elec and are parry class 2. They're crafted.
  • Combustor hammers do a lot of beat damage plus quite a bit of burn and are parry class 2. I think they're better than pistons. They're crafted too.

Spears

Spears own. Low-end:

  • Military forks are decent damage, decent speed, and parry class 2. You can buy them for cheap at Am.
  • Slaver spears have a HUGE accuracy bonus.
  • Wooden stakes are fast and one-handed.

High-end:

  • Assegais are fast and do decent damage.
  • Luftspeers are like assegais but split between two damage types. Slightly worse.
  • Abossegais are just premodded assegais.
  • Garden weasels are very strong, balanced slashing two-handed parry class 2 spears.
  • Zap brannigans are very VERY strong powered weapons, like shiver swords. They are a bitch to craft and require power but do a ton of elec and stab damage.
  • Chainsaw lances are slash + bleed damage weapons that are incredibly scary. Fortunately they're also very slow.

Rifles

Rifles are fucking amazing if only for the MP5. Low-end:

  • American-180s are fantastic. Ask a crafter to make you some handloaded ammo. They're super fast and have huge clips.
  • M100s do slightly more damage than non-handloaded Am-180s but the clips are infinitely smaller.

High-end:

  • AK-7s are amazingly common and do a lot of damage with handloads, but are slow as shit.
  • SCAR-Ls are moderately fast.
  • Bullpups are equivalent damage to the AK but faster. Sadly you'll have to craft them.
  • Plasma rifles are okay for killing NPCs, but very very slow. They do huge amounts of burn damage.
  • H&K MP5s are FUCKING ASTOUNDING with a stupidly low speedcap and absolutely ridiculous damage. Too bad they're only lootable from FCPD SWAT officers.

Pistols

Pistols own. Low-end:

  • Airsoft pistols do the least damage out of pretty much any weapon which is cool I guess.
  • Defender 6mm pistols are not too slow and you can buy them easily.
  • .22 revolvers are not too slow and they're just lying around everywhere.
  • .38 or .357 revolvers are decent damage and speed. Probably the best disposable pistol.

High-end:

  • .71 Desert hawk revolvers are stupidly slow. Don't use them.
  • 12mm Hammerheads are the standard of pistols. Easy to speed-cap (14 brawn!) and huge damage.
  • 12mm Flughammers are pre-modded hammerheads. They're probably way more common.
  • 12mm Vipers are shittier hammerheads. Don't use them.
  • Samaritans are very slow but deal stupendous and unsoakable damage. Good for aiming at people.
  • Super Shorties require 19 brawn to speedcap but are very fast once you have and do a ton of damage. Very good.

Fists

Fists own. Low-end:

  • Don't use your actual fists if you can help it.
  • Ripper claws are great at the low-end though they quickly become much less good and Ripper is kind of a shitty mutation to have.
  • Knuckle busters are really really good. You can buy them at Am. Mod them with balanced grips and force enhancers.

High-end:

  • Jawbreakers are the weapon of choice. They're decent speed and decent damage but 0 parry. Buy them in botany bay. Don't mod them.
  • Tesla gauntlets were recently buffed. They're still sort of slow but not too bad. They do elec damage and are parry class 1.
  • Edison gauntlets were recently buffed. They're still very slow. They do quite a bit of elec and beat damage though.
  • Abomination claws and teeth are very powerful, though generally considered less so than jawbreakers et al. Abomination is a very serious choice to make regarding how you play the game, though.

What armor should i use?

EVERYTHING IN HQ THAT YOU NEED IS YOURS. IF YOU ARE GOING TO USE IT, IT IS PROBABLY FOR YOU.

Stuff to wear that isn't really armor..

Stuff to wear that isn't really armor owns:

  • Gas masks are important. Wear one 100% of the time. You have to wear it under everything else.
  • Miner helmets are free light. They do turn themselves off but that's not really THAT big of an issue (though it is annoying). You have to wear it on top of everything else.
  • There are a lot of items, mostly wearable, that boost a utility skill by +1.
  • Bling can increase your cool stat by up to +4 if you have enough of it! This is never a bad thing, but especially important for blades, pistols, and rifles users. Put on some expensive rings.

Armor

Armor owns. Low-end:

  • Chudskin is pretty much the best it gets for most things. It's craftable and we should therefore have a ton.
  • Lotus <stupid japanese word here> is good beat-damage soaking armor. You can find it in corp HQ, probably. Or ask corpchat.
  • Rusted pots stacked on top of eachother are pretty much the best cheap head armor out there. Buyable at Pr.
  • Hockey masks are perfect for covering your face. (over your gas mask)

High-end:

  • Leech-hide is amazing slash, stab and burn soak. This makes you effectively invulnerable to blades, especially if you put on two layers. It's craftable.
  • Caballero gear is amazing for soaking bullet damage, and you can wear two layers. It's buyable in corpclave but costs an exorbitant sum.
  • Deathsuits and deathsheads have very good soaks. They are so thin that you can wear them under other armor. However, they infect you with a disease that will buff your stats and eventually knock you out and kill you unless you have Hyperimmune. These both come from quests.
  • Exosuits and exohelmets are modifiable amazing heavy armor. They provide probably the best soaks in the game. You can stick other shit on them to modify the soaks somewhat. They're craftable.
  • Gator boots deserve special mention for being the best boots. Craftable.
  • MK I Tactical helmets deserve special mention for giving you night vision, having a gas mask built in, and being good soaks. Craftable.
  • Georgian mickeys are gas masks and decent soaks. Craftable.

Ok.. What do i do now?

How do i make xp?

Do jobs mostly!

  • Super easy jobs go here?

Do all the easy quests

  • Quests that are easy go here.
  • Orphanage cave complex secret!!!
  • Edith's dolly.
  • BrundleCHUD.
  • etc.

Kill stuff once you've got a ton of xp already from jobs and quests!

  • DO NOT waste your shitty time trying to grind xp on stuff that is really really low-value. Do jobs and quests instead.
  • serial killers (until around 8k eff. xp) -- Recommend at least 18 hit and decent speed

Walk around gangland at night with 'hunt shadowy' on. Remember to powerattack or feint or hb or whatever.

  • rock leeches (until around 18k eff. xp) -- Recommend at least 21 hit and decent speed as well as slash/stab armor and ~17 total climb.

Go to adamant canyon and run around. Watch out for apparitions. Remember to cut off the leech hides if you have anything close to decent scavenge, and bring them back to HQ.

  • grindroids, drilliacs, jigsurgeons (until around 18k eff. xp) -- Recommend at least 21 hit and decent speed

Go to the subway tunnels and just kill shit. Bring a mortilex or towel or get hyperimmune or something to deal with the bile from killing zombies.

  • treemen (once you can kill them) -- Recommend at least 28 hit, and 3.3 speed or better. You need to powerattack immediately and/or grab them and have a one-handed weapon.
  • ants (once you can kill them) -- harder than treemen
  • basilisks (once you can kill them) -- harder than ants

How do i make cash!!!

Well there are some ways to make money by killing shit that don't pay shitty.

  • Sign eugenic cleansing 2 contract -> Kill serial killers -> Loot serial killers -> Sell the shit at Th, Am, and Pr in that order.
  • Sign ghostbusting contract -> Drop ghost trap -> Use ghostbait -> Kill ghosts -> Sell full ghost traps at CSICOP where you bought them from at first.NERFED LOL
  • Sign chomo killer contract -> Sign tankboy tracker contract -> Track tankboys -> Kill tankboys.NERFED LOL
  • Sign chomo killer contract -> Sign chomoninja tracker contract -> Track chomoninjas -> Kill chomoninjas.NERFED LOL
  • Kill treeman -> Cut bark from treeman -> Sell bark to old man in botany.
  • Kill ant -> Cut carapace from ant -> Sell carapace to J'lar.
  • Kill basilisk -> Cut hide from basilisk -> Sell hide to J'lar.
  • Sign mine rescue contract if you have stench and can climb down to the grotto -> Go to grotto -> Do not get eaten by grue -> Find geologist -> Bring geologist to Clara's in lurleen if it's open or WS in slagtown if it's not.
  • Sign broken arrow contract -> I don't even fucking know!
  • Kill or rob other players -> Take their things -> Put them in the corpstore or sell them back to them personally. (the best way)

How do i not get griefed and die?!

  • Avoid appearing like you have shit that other people would like to own.
  • Do not talk shit to people, act like a badass, or brag.
  • Try to not post every dumb thing that passes through your head to *ideas, *gr, or *comedy.
  • Stay far away from GOKU!
  • The more people see your name, the bigger a target you become. Try to not have diarrhea of the mouth all over chatnet, zotnet, and tradenet.
  • When you do inevitably get killed, don't cry about it. Especially do not get mad where other people can see you, like chatnet or pages to the person that killed you. Ignore them, politely request to purchase your stuff back, and keep playing.

What about skills?

Grinding

Yes, people still grind. You can grind any skill to 6.00 raw -- if you REALLY want to. I wouldn't recommend it because it's boring and tedious, but it does mean you end up with more xp overall.

What do i spend my xp on?

Spend your hard-earned xp in this order:

  • Primary skill (your weapon, or craft/scavenge, or hack/locksmith).
  • Weapon skill if you're not a combat character, science if you're a crafter, quickdraw if you use guns.
  • Dodge.
  • Focus if you want focus.
  • Secondary weapons/scavenge/whatever.

If you wanna learn a few raw of climb or track or whatever that's not really a big deal, learn it whenever you have the xp.
NOTE: You give people a ton of xp when you learn from them. for this reason, it is important that you learn from people who are cool. Ideally Vayra.

How do i spend my gym ip?

Well first of all, since you're in TLE, you can go to the corpclave gym for all your physical stats. do that. Do not gym in slagtown. You will probably be killed if you do.

How do i gym?

Depends on what stat, as follows:

  • Brawn -- Weight set in BG in corpclave.
  • Reflexes -- Speed bag in BG in corpclave.
  • Endurance -- Rowing machine in BG in corpclave.
  • Brains -- Play mastermind with WOPR in the subway tunnels. this is hard. Ask in corp for help.
  • Cool -- Play CvC with Yipes in the slagtown arcade. You can also play with a real player instead if one is around, which is actually better. Thumping jukeboxes also gyms cool but it's considerably slower afaik.
  • Senses -- Play that fucking jackie chan game in the slagtown arcade.

What do i gym?

  • Brains
    • Crafting -- Brains to 18, senses to 18, reflexes as high as you can get it.
    • Picking -- Brains to 18, reflexes to 18, whatever other stat your weapon relies on as high as you can get it.
  • Combat
    • Flails -- reflexes to 18, brawn to 18, endurance as high as you can get it.
    • Whips -- reflexes to 18, senses to 18, whatever else you want as high as you can get it.
    • Blades -- reflexes to 18, cool to 18, whatever else you want as high as you can get it.
    • Clubs -- reflexes to 18, brawn to 18, whatever else you want as high as you can get it.
    • Spears -- reflexes to 18, brawn to 18, endurance as high as you can get it.
    • Rifles -- reflexes to 18, brawn to 18 TOTAL AFTER GETTING ALL THE BRAWN MUTATIONS YOU WANT, cool to 18, whatever else you want as high as you can get it.
    • Pistols -- reflexes to 18, brawn to 14 TOTAL AFTER GETTING ALL THE BRAWN MUTATIONS YOU WANT, cool to 18, whatever else you want as high as you can get it. If you want to use super shorties, your target brawn after mutations is 19 (if you don't want to rely on implants, 15 or 18 if you do) instead of 14.
    • Fists -- reflexes to 18, brawn to 18, endurance as high as you can get it.

What mutations do i get?

All-around stuff!

  • Salamander -- +4 swim and climb. Good for pretty much everyone, regardless of focus.
  • Iron liver -- an amazing source of healing for pretty much anyone. Much better with more brawn though.
  • Bloodhound -- +4 track, +2 senses, no downside. Never a bad thing.
  • High density -- beat soak, no downsides, beat is a common damage type, and you probably want nimble fingers.
  • Twitchy nerves -- +2 reflexes, -2 focus, -1 senses. Reflexes are so good that I'm pretty sure every build should have this.
  • Either brute strength or swollen brains -- I will pretty much always recommend you get one of these two. One or the other is key to nearly every build.

Branes

Crafting

Must-haves:

  • Swollen brains -- +3 branes +1 senses, what more do you want.
  • Bloodhound -- +senses, no downsides.
  • Junkrat -- +senses, makes it way easier to find the three chrome hubcaps you need.
  • Nimble fingers -- +1 craft +2 reflexes, but hefty downsides. Definitely worth it though.

Optional cool stuff:

  • High density -- good to offset the beat resist penalty from nimble fingers.
  • Empath -- great stat boosts but makes it irritating or even debilitating to kill almost anything.
  • Brainslug -- great stat boosts but really hurts your brawn and reflexes and you NEED access to a corp bank account or you will send all your cash to the slugmind.
  • Twitchy nerves -- -1 senses but increases reflexes. great if you want to kill stuff with your whips for crafting components etc.
  • Hideous freak -- +4 senses, awesome for whips users/crafters, but changes your playstyle dramatically (can't do a ton of jobs or buy almost anything from stores).

Avoid:

  • Anything not mentioned above that lowers your brains or senses.
  • Stuff that relies on high stats you don't have (i.e. hooligan).

Picking

Must-haves:

  • Swollen brains -- +3 branes, what more do you want.
  • Nimble fingers -- +1 locksmith +2 reflexes, but hefty downsides. Definitely worth it though.
  • Twitchy nerves -- +2 reflexes, minor downsides.

Optional cool stuff:

  • High density -- good to offset the beat resist penalty from nimble fingers.
  • Empath -- great stat boosts but makes it irritating or even debilitating to kill almost anything.
  • Brainslug -- great stat boosts but really hurts your brawn and reflexes and you NEED access to a corp bank account or you will send all your cash to the slugmind.
  • Billygoat -- allows you to eat all the things you just stole, preferably in front of the person you stole them from

Avoid:

  • Anything not mentioned above that lowers your brains or reflexes or whatever other stat your weapon skill is based on
  • Stuff that relies on high stats you don't have (i.e. hooligan)
  • Hideous freak -- you don't want the cops chasing you until you actually start picking

Combat!

Flails

Must-haves:

  • Brute strength -- +3 brawn, no downsides
  • Twitchy nerves -- +2 reflexes, no downsides
  • Iron liver -- you'll have enough brawn to carry around the liquor, so this is basically an amazing source of healing (and revival sickness removal)

Optional cool stuff:

  • Nimble fingers -- +2 reflexes, -2 endurance, -beat soak.
  • Bleeder -- +4 brawn that you can turn on whenever you need it, plus constant destress. mutually exclusive with ultraclot. not good with hideous freak.
  • Ultraclot -- +2 endurance passively, and immunity to bleeding. mutually exclusive with bleeder.
  • High density -- good to offset the beat resist penalty from nimble fingers. still good even if you don't take nimble fingers.
  • Hooligan -- hb is a very powerful thing with high brawn and wrestle.
  • Hyperimmune -- +2 endurance passively, and immunity to pretty much all sickness. Mutually exclusive with hampire.
  • Vampire -- +4 endurance +4 brawn, awesome for pretty much everything, but penalizes brains heavily and requires a lot more micromanagement than other characters (can only go outside half the time, can't be hungry or you get mental illnesses, etc). mutually exclusive with hyperimmune and hideous freak.
  • Hideous freak -- +1 endurance, +4 senses, dramatic change to the way the game plays. I wouldn't really recommend it unless you're going abomination. mutually exclusive with vampire. not good with bleeder.
  • Abomination -- +1 endurance, +1 brawn, gives you irad damage on your claws and makes them way better, even more dramatic change to the way the game plays. This requires hideous freak, fuck machine, and ripper. I recommend you do some serious thinking about if you really want to be an abomination. Also, get it LATE in your build or you will die to cops and hawthorne over and over again.

Avoid:

  • Anything not mentioned above that lowers your reflexes or brawn or endurance

Whips

Must-haves:

  • Twitchy nerves -- +2 reflexes, minor downsides.
  • Bloodhound -- +2 senses, no downsides.
  • Nimble fingers -- +2 reflexes, hefty downsides, still worth it.
  • Swollen brains -- +1 senses and the brains bonus doesn't hurt. As a whips user you'll end up with decent brains anyway so might as well make the best of it.

Optional cool stuff:

  • High density -- good to offset the beat resist penalty from nimble fingers.
  • Junkrat -- +1 senses, useful for scavenging.
  • Hideous freak -- +4 senses, awesome for whips users/crafters, but changes your playstyle dramatically (can't do a ton of jobs or buy almost anything from stores) Not good with bleeder.
  • Vampire -- +4 senses, awesome for pretty much everything, but penalizes brains heavily and requires a lot more micromanagement. than other characters (can only go outside half the time, can't be hungry or you get mental illnesses, etc).
  • Bleeder -- +4 senses that you can turn on whenever you need it at the expense of bleeding a little. Also, constant destress. Debuffs craft and other brainy things while you have it active though. No downsides when not active. Not good with hideous freak.

Avoid:

  • Anything not mentioned above that lowers your reflexes or senses.
  • Stuff that relies on high stats you don't have (i.e. hooligan).

Blades

Must-haves:

  • Fuck machine -- +1 cool, ability to control your horniness with ~20 total focus is good too if you get focus, no downsides.
  • Twitchy nerves -- +2 reflexes, minor downsides.
  • Nimble fingers -- +2 reflexes, hefty downsides, still worth it.
  • Chiller -- +1 cool plus utility, downsides seem minor. (stress out in extreme heat, always cold).

Optional cool stuff:

  • Yeti skin -- stops you from having to wear weezer gear everywhere once you have chiller.
  • High density -- good to offset the beat resist penalty from nimble fingers.
  • Enigma -- +2 cool, but inability to be diagnosed can suck (mostly if you're a vampire) I would take this unless you are taking vampire.
  • Vampire -- +4 cool +4 brawn, awesome for pretty much everything, but penalizes brains heavily and requires a lot more micromanagement than other characters (can only go outside half the time, can't be hungry or you get mental illnesses, etc).
  • Bleeder -- +4 brawn when you need it, less good for blades than most other but the constant destress from being covered in blood could be useful to you.

Avoid:

  • Anything not mentioned above that lowers your reflexes or cool!

Clubs

Must-haves:

  • Brute strength -- +3 brawn, no downsides.
  • Bleeder -- +4 brawn that you can turn on whenever you need it, plus constant destress.
  • Twitchy nerves -- +2 reflexes, no downsides.
  • Nimble fingers -- +2 reflexes, hefty downsides, still worth it.
  • Iron liver -- you'll have enough brawn to carry around the liquor, so this is basically an amazing source of healing (and revival sickness removal).

Optional cool stuff:

  • High density -- good to offset the beat resist penalty from nimble fingers.
  • Hooligan -- hb is a very powerful thing with high brawn and wrestle.
  • Vampire -- +4 brawn, awesome for pretty much everything, but penalizes brains heavily and requires a lot more micromanagement than other characters (can only go outside half the time, can't be hungry or you get mental illnesses, etc) mutually exclusive with hideous freak.

Avoid:

  • Anything not mentioned above that lowers your reflexes or brawn.
  • Hideous freak -- acid blood does not synergize well with bleeder.

Spears

Must-haves:

  • Brute strength -- +3 brawn, no downsides.
  • Twitchy nerves -- +2 reflexes, no downsides.
  • Iron liver -- you'll have enough brawn to carry around the liquor, so this is basically an amazing source of healing (and revival sickness removal).

Optional cool stuff:

  • Nimble fingers -- +2 reflexes, -2 endurance, -beat soak. Doesn't change your skill but makes you faster.
  • Bleeder -- +4 brawn that you can turn on whenever you need it, plus constant destress. mutually exclusive with ultraclot. Not good with hideous freak.
  • Ultraclot -- +2 endurance passively, and immunity to bleeding. mutually exclusive with bleeder.
  • High density -- good to offset the beat resist penalty from nimble fingers.
  • Hooligan -- hb is a very powerful thing with high brawn and wrestle.
  • Hyperimmune -- +2 endurance passively, and immunity to pretty much all sickness. Mutually exclusive with vampire.
  • Vampire -- +4 endurance +4 brawn, awesome for pretty much everything, but penalizes brains heavily and requires a lot more micromanagement than other characters (can only go outside half the time, can't be hungry or you get mental illnesses, etc). mutually exclusive with hyperimmune and hideous freak.
  • Hideous freak -- +1 endurance, +4 senses, dramatic change to the way the game plays. mutually exclusive with vampire. not good with bleeder.
  • Abomination -- +1 endurance, +1 brawn, even more dramatic change to the way the game plays. This requires hideous freak, fuck machine, and ripper. I recommend you do some serious thinking about if you really want to be an abomination. Also, get it LATE in your build or you will die to cops and hawthorne over and over again.

Avoid:

  • Anything not mentioned above that lowers your reflexes or brawn or endurance.

Rifles

Must-haves:

  • Fuck machine -- +1 cool, ability to control your horniness with ~20 total focus is good too if you get focus, no downsides.
  • Twitchy nerves -- +2 reflexes, minor downsides.
  • Nimble fingers -- +2 reflexes, hefty downsides, still worth it.
  • Chiller -- +1 cool plus utility, downsides seem minor. (stress out in extreme heat, always cold).
  • brute strength -- +3 brawn, good luck speedcapping rifles without it.

Optional cool stuff:

  • Yeti skin -- stops you from having to wear weezer gear everywhere once you have chiller
  • Iron liver -- you'll probably have enough brawn to carry around the liquor, so this is basically an amazing source of healing (and revival sickness removal).
  • High density -- good to offset the beat resist penalty from nimble fingers.
  • Enigma -- +2 cool, but inability to be diagnosed can suck (mostly if you're a vampire) I would take this unless you are taking vampire.
  • Vampire -- +4 cool +4 brawn, awesome for pretty much everything, but penalizes brains heavily and requires a lot more micromanagement than other characters (can only go outside half the time, can't be hungry or you get mental illnesses, etc).

Avoid:

  • Anything not mentioned above that lowers your reflexes or cool or brawn.

Pistols

Must-haves:

  • Fuck machine -- +1 cool, ability to control your horniness with ~20 total focus is good too if you get focus, no downsides.
  • Twitchy nerves -- +2 reflexes, minor downsides.
  • Nimble fingers -- +2 reflexes, hefty downsides, still worth it.
  • Chiller -- +1 cool plus utility, downsides seem minor. (stress out in extreme heat)

Optional cool stuff:

  • Yeti skin -- stops you from having to wear weezer gear everywhere once you have chiller.
  • High density -- good to offset the beat resist penalty from nimble fingers.
  • Enigma -- +2 cool, but inability to be diagnosed can suck (mostly if you're a vampire) I would take this unless you are taking vampire.
  • Brute strength -- +3 brawn, you'll probably want this to speedcap your hammerheads unless you're going vampire. If you are going vampire you might still want it to speedcap super shorties.
  • Vampire -- +4 cool +4 brawn, awesome for pretty much everything, but penalizes brains heavily and requires a lot more micromanagement than other characters (can only go outside half the time, can't be hungry or you get mental illnesses, etc).

Avoid:

  • Anything not mentioned above that lowers your reflexes or cool or brawn.
  • Stuff that relies on high stats you don't have (i.e. hooligan).

Fists

Must-haves:

  • Brute strength -- +3 brawn, no downsides
  • Twitchy nerves -- +2 reflexes, no downsides
  • Iron liver -- You'll have enough brawn to carry around the liquor, so this is basically an amazing source of healing (and revival sickness removal)

Optional cool stuff:

  • Nimble fingers -- +2 reflexes, -2 endurance, -beat soak. mutually exclusive with ripper.
  • Ripper -- +1 fists, gives kind of shitty claws. A whole heap of downsides. mutually exclusive with nimble fingers.
  • Bleeder -- +4 brawn that you can turn on whenever you need it, plus constant destress. mutually exclusive with ultraclot. not good with hideous freak.
  • Ultraclot -- +2 endurance passively, and immunity to bleeding. mutually exclusive with bleeder.
  • High density -- good to offset the beat resist penalty from nimble fingers. still good even if you don't take nimble fingers.
  • Hooligan -- hb is a very powerful thing with high brawn and wrestle.
  • Hyperimmune -- +2 endurance passively, and immunity to pretty much all sickness. Mutually exclusive with hampire.
  • Vampire -- +4 endurance +4 brawn, awesome for pretty much everything, but penalizes brains heavily and requires a lot more micromanagement than other characters (can only go outside half the time, can't be hungry or you get mental illnesses, etc). mutually exclusive with hyperimmune and hideous freak.
  • Hideous freak -- +1 endurance, +4 senses, dramatic change to the way the game plays. I wouldn't really recommend it unless you're going abomination. mutually exclusive with vampire. not good with bleeder.
  • Abomination -- +1 endurance, +1 brawn, gives you irad damage on your claws and makes them way better, even more dramatic change to the way the game plays. This requires hideous freak, fuck machine, and ripper. I recommend you do some serious thinking about if you really want to be an abomination. Also, get it LATE in your build or you will die to cops and hawthorne over and over again.

Avoid:

  • Anything not mentioned above that lowers your reflexes or brawn or endurance.