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Small spheres of negative weight (surprisingly handy in the late game) And you get a lot of bang for your buck out of a 15 int psychometric tinker. Now that you can hunt turrets for lead slugs, tinkering is just a side benefit to my build. Then you can buy the tinkering skill from the barathumites (you’ll want to buy skills with reputation as much as possible with a low int build), and depending on whether you invest in intelligence, you’ll have enough to buy disassemble by level 6-18.įWIW I usually wait until later. You just have to invest four mutation points in psychometry. I prefer gunslinger builds but really you can make a few different physical mutant builds work with this. Personally I max agility and toughness, and split the remaining points between strength and intelligence, usually with the starting int score at 12 or 13. This is a min-max strategy, but I’m personally a fan of using psychometry to make an extremely low int tinker work. Instead of going hardcore tinker, this lets you play a normal guns/melee/whatever run with a bunch of item mods, more injectors than normal, and some EMP or frost grenades for harder fights.
#Caves of qud tinkering mod#
Tinker III is overkill 99% of the time I wouldn't recommend getting it (there's one really good mod for Tinker III, fitted with suspensors, but everything else is pretty bad).You're going to have to trade for a lot of data disks for item mods, since item mods are imo the strongest thing Tinkering can do for a character. This gets you Tinker I after golgotha when you learn the base tree from the Baras (you can also get it earlier if you don't care about skill points), and Tinker II by level 24, so mid-late game. put one attribute point into int at some point If you want to get into tinkering, I would recommend the following: I'd say that "true tinker" builds are more of a challenge run than anything else: you're going to have to rely on grenades and stuff.
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