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System shock 2 psi guide

Continue Navigating the site RPGClassics Main Contact-Supporting Shrine Navigation Home page Armour Map creating symbols Easter Eggs Exploitation Exploitation Implants Links Cards Skills Skills Updates Thank you Thank you Tips Weapons Mantling climbs, as in the , on the places that do not have stairs, but also a little too high. A post edited february 16, 2013 by Al3xand3r's: Ability, Classes, Character Builds Comments Share UNN OSA Agent is one of three classes in System Shock 2. The official position of OSA is that of the unN research industry, but rumors claim that it also acts as a black OPS group UNN. OSA is the head coach of the psionica, and the OSA trainee usually learns several mental abilities and a small amount of statistics or technical skills. While the classes in System Shock 2 ultimately don't limit the types of weapons or abilities that a player can use, it's definitely a factor when you get access to said weapons and skills. Players should carefully consider their choice of class on hard or impossible, as the cost of the upgrade increases at higher levels of difficulty. Tour Duty After selecting this class, you are first sent to a year-long pre-training, during which you receive the first level of neural capacity. The shuttle will then take you to the Chun Lo Orbital Space Station (also known as Station 74/34A) around the Earth to begin three-year training. Year One February 2111 - February 15, 2112 You have one of three options to choose from: Year Two February 15, 2112 - February 23, 2113 You have one of three options to choose from: Learning Center Stats Learned Skills, received by OSA Central CoreTelepathic Interrogation / Engramanalysis No. 2 Psionic Ability - Training Orbital Station Ki LuanExperimental Lab - No. 1 Research Io Training Center Tactical Psionic Training / Deep Cover No. 2 Endurance - Year Three February 23, 2113 - February 9, 2114 You have one of three options to choose from: Strategies Players focused on psionic disciplines should start playing as agent OSA. The updates that the OSA agent receives at the beginning of the game cost 8-12 more cybernetic modules than any other class. Accordingly, if a player intends to use level 1/2 psionic disciplines at any time, he must play as an OSA agent. Starting as an OSA agent does not mean you need to be on a full-time discipline approach. Specialization in melee is a very powerful style of play, as you can unlock the following psionic disciplines at the beginning or on the deck of MedSci: Psychogenic agility that can be used to catch up with assassins in the early levels. Adrenaline which increases melee damage by 13%-830% after activation, according to the psionic level, and the player can smash any any with one punch. Localized pyrokinosis, which makes the player immune to the explosion of protocol droids or any droids, and eliminates the greatest threat of any user of melee weapons. OSA Agent is the only class that does not start with any skill of a standard weapon. However, you usually need at least a level 1 in order to use the Talon M2A3 .45 Caliber pistol, otherwise mechanical opponents can be very difficult to defeat. In Year 1, all options are practical: In year 3, it is highly recommended to choose psychogenic agility, due to the futility of both neuro-reflex hydration and remote electronic tampering. Little things During your third year of character training on the space station, don't rush to a new mission right away. Turn left and spend some time watching protocol droids through the window. The Abilities Classes System Shock 2 character builds community content that is available under CC-BY-SA unless otherwise stated. In System Shock 2, Psionic Disciplines or Psi Powers, are abilities that a soldier uses to cause different effects in the game. Some disciplines are offensive, some are defensive, some affect player stats or value skills, some lead to status effects, and others provide some other special abilities. Psionic Discipline requires a player to possess a Psi Amp for use, depends on Psionic Ability (or PSI) statistics, and consumes Psi points when activated. Since Psionics fills the same role that Magic does in fantasy RPG, Psionic Disciplines correspond to individual spells. Carrying this analogy through shows that Psi Amp fills the role of sticks, Psi Points as magic points or point spells, and Psi Tiers as spell levels. The new Psionic Disciplines are unlocked on Psi Update units using Cybernetic modules. Psionic Disciplines levels are grouped into five levels or levels. The level number is equal to the number of Psi points required to activate a particular discipline from that level. That is, Tier Four Disciplines require four Psi points to use. Each level contains seven disciplines, giving a total of 35 available disciplines per game. Before acquiring any new Psionic Discipline, the player must also unlock the level to which this Psionic Discipline belongs. It is also done in Psi Upgrade Units, and costs the same amount of Cybernetic modules as the discipline for this level. Level unlock updates are not disciplines and have two passive effects: they allow psionic Disciplines to be unlocked at this level, and they provide a constant increase in Psi points equal to twice the level number. Thus, unlocking Level 5 increases maximum Psi points per (2 × 5). Levels should not be unlocked in order, or at all. After training, all OSA agents start with the first level and the second level are unlocked, along with the projected Cryokinesis discipline and any other two six level one discipline. Overload Some discipline psi may be overwhelmed by overloaded improve their efficiency by holding the left mouse button. In the center of the screen, you'll see a progress bar that will be filled while the mouse button is held. Once it reaches the yellow box on the right side of the bar, release the button and Psi Power will be thrown with a bonus of 2 euros to your PSI statistic, to the most efficient PSI 10 (however, for this player must have pSI 8 before casting). Overload the bar Missing the yellow box by releasing too early uses Psi Power at its normal level. The release is too late to cause Psi . Power will fail and you take damage if you haven't installed a Power Psi O/S upgrade or you have a high enough PSI (only 8 is completely safe though). The progress bar moves faster for higher Psi level disciplines, increasing the difficulty of overload. It is worth noting that the upgrade of the PSI stat also makes the yellow box overload more, facilitating congestion. Cybernetic Module costs the cost of any Psi Upgrade Unit item depending on the level level and complexity. The cost of any given level is a floor one to two-thirds of the cost of the next level down. That is, the upgrade of the second level costs one to two-thirds of the cost of updating the first level, rounded. The third level is the same with the second tier, and so on. These values are then scaled up depending on the level of complexity. Difficulty compared to the cost impact level of Psi Updates (in cybernetic modules) T1 T2 T4 T5 Easy (×0.85) 2 4 6 10 17 Normal (×1.00) 3 5 8 12 20 Hard (× 1.4) 4 6 11 16 27 Impossible (×1.8) 5 8 14 21 35 Although there are technically enough Cybernetic modules in the game to get all 35 Psionic disciplines, cost to hard and impossible to be more than half of them. As a result, few players prefer to get every Psionic discipline. Psionic Discipline by type of offensive disciplines Is disciplines that harm others. Base level dmg. Dmg. Type Notes Projected Cryokinesis 1 3 - PSI Cold Localized Pyrokinesis 2 5 by 2 sec. Incendiary follows the player when active; AoE: 5th PSI ft. ; Duration: 7 and 8×Psi sec.; Does not cancel photon redirection at first activation makes the player immune to incendiary damages Projected pyrokinesis 3 5 and 2×PSI Incendiary Cerebra-Energy Extension 4 18 Standard Smasher adds 6 to its main damage Soma Transference 5 10 (No5×PSI for each PSI zgt;5) Special Harms organic enemies only (except Roy) Transfers HP to the player's HP pool. PSI Cap 10 instead of 8 External Psionic Detonation 5 30 Psionic Area Effect 10 feet Defensive Discipline These reduce damage from various sources. Tier Dmg. Reducing Dmg. Types of Notes Psycho-reflective screen 1 15% All 20 sec. Sec. Neural decontamination 2 80% radiation absorption× 10 sec. Does not reduce the accumulated dose of Energy Reflection 3 50% Energy 20×PSI sec. Neural Neuron 3 100% absorption of the toxin 10 sec. 5×PSI sec. Does not reduce the accumulated dose of Metacreative Barrier 5 Fixed Barrier All HP Barrier is 150 (No. 50×PSI for each PSI zgt;5) ; The PSI cap is 10 instead of 8 Psycho-reflective auras 5 60% All 10 sec. 20×PSI sec. Healing Discipline These disciplines directly replenish the hit-point player pool. Tier HP Celebrates Cerebro-Stimulated Regeneration 2 2×PSI (Instant) PSI Cap Is 10 Instead of 8 Advanced Cerebro-Stimulated Regeneration 5 5 x 5×PSI The (instant) PSI cap is 10 instead of 8 Soma Transmission 5 10 (No. 5×PSI for each PSI zgt;5) (instant) PSI cap is 10 ; must be targeted at the organic enemy (except Roy) Status Discipline Self-Targeted These disciplines affect the stats of players that are used in various calculations. In most RPGs they could be called buffs. Level Statistics Degree Duration Notes Neuro-Reflex Damping 1 Range Weapons Roll back -100% 60 and 20×PSI sec. Psychogenic Agility 1 Agility Nos. 2 120 and 60×PSI sec. Psychogenic CyberSodion 1 Cybernetic Affinity No.2 60 and 30×PSI sec. Anti-Entropic Field 2 Weapon Decodion Rate -100% 10 and 20×PSI sec. Adrenaline Range Overproduction 2 Melee Damage Weapons × (0.13×PSI2 and 1) 10×PSI sec. Psychogenic Force 2 Force Nos. 2,120 and 60×PSI sec. Recursive Psionic Amplification 2 Psionic Ability Nos. 2 10 and 10×PSI sec. Psi Point costs doubled when active photo-redirection 4 Player Visibility -100% 5 and 5×PSI sec. Prevents cameras and all enemies (except SHODAN and its avatars) from detecting the player Psychogenic Endurance 4 Endurance Nos. 2 120 and 60×PSI sec. Remote Scheme Manipulation 4 Cyber Proximity and Hacking Set at 0.5×PSI (Round Up) One attempted hacking inherent Hack/CYB, Hack Software and O/S Updates ignored; Allows the Hacking range PSI cap 10 instead of 8 (although 9 enough) non-self-targeted These disciplines cause status effects for others. In many RPGs they could be called debuffs. The level of effect degree duration marks the remote electron Tampering 1 Decrements XERXES alert timer 5 and 5×PSI sec. Instant PSI cap 10 instead of 8 Psionic Hypnogenesis 3 Soothing Status Hybrids, , Arachnids 20×PSI sec. Immediate cancellation if the damage taken by Photonic Redirects 4 Enemy Awareness 0% 5 and 5×PSI sec. Prevents the camera and all enemies (except SHODAN and its avatars) from detecting the player Electron Suppression 4 Paralyzed status Only pure mechanical 3×PSI sec. Not interrupted by damage; Does not affect SHODAN and SHODAN Avatars Introduced Neural Restructuring 5 Charmed Status Hybrids, Cyborgs 10×PSI sec. Will attack any non-human nature (i.e. not players); immediate undone damage from human Other disciplines These disciplines cause different effects. Level Description Length Notes Kinetic Redirection 1 Pulls target to player 2×PSI sec. PSI cap 10 instead instead The item's speed is 60 Molecular Duplication 3 Chance to duplicate a single clip of item consumable inventory; consumes Nanita Instant Chance (30 and 10×PSI) %; Nanit cost is a normal difficulty hacked replicator cost ; Can't duplicate Psi Hypos. Can reproduce Psi Boosters and Worm Clusters Electron Cascade 3 Charges any energy weapon or instant Instant adds 20×PSI % charge, before maximum charging is allowed service skills Improved motion sensitivity 3 Shows nearby enemies on minimap 30×PSI sec. Remote detection of pattern 4 shows specific elements on the minimap 60×PSI sec. Does not show all types of elements Molecular Transmutation 4 Converts one clip of inventory items in Nanites Instant amount restored depends on PSI, the amount of clip consumed, and item specific factors; PSI cap 10 instead of 8; can produce more Nanites per clip than Recycler, but Psi Point cost issues Instant quantum moving 5 Teleports at the designated point on the current map Instant First Use denotes destination, second use of teleports, clearing marker See also Tier One Tier Two Tier Three Tier 4 Tier Five Psionic Ability Ability Ability

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