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It's also worth giving them different utility skills-if one PC has Kiss Ass then the relevant conversation options will be unlocked no matter who is doing the talking, and you only need one PC with Demolitions to go around defusing landmines.īut sometimes doubling up isn't so bad. That's why it's worth diversifying, trying to ensure each squadmate has a different weapon skill. (Image credit: inXile Entertainment) Don't double up on skills, except sometimes doĪs the loading screens remind you, if two squad members are using the same ammunition, you'll run out of it fast. Quirks like these, and Mime, and Way of the Squeezins, mean there are good reasons to get weird in Wasteland 3.
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Sure, it comes at the cost of a 15 percent chance to catch fire when using explosives, but everything has its price. Meanwhile, a 25 percent bonus to fire and explosive damage makes the Pyromaniac quirk a tempting choice for a build focused on Demolitions. But, if you're making someone who isn't sneaky, a 25 percent bonus to crit resistance is worth it. Being such a colorful target hampers your evasion stat and means you'll be detected sooner by enemies.
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For instance, the Circus Freak quirk gives bonuses to both combat speed and crit resistance, as well as unlocking a new appearance-that of a clown, complete with red nose and greasepaint. These optional traits are so character-defining you may want to design entire builds around them. Though it's actually the last submenu you'll see in character creation, the first you should look at is quirks. (Image credit: inXile Entertainment) Make 'em quirky
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