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Full Guide for Terror Pack

Game StageLate Game

This will be a fairly extensive guide after a lot of time playing around with the class and trying different weapons. There will be a tldr at the bottom of this section. This is a late game build. You need a lot of specific cybernetics, pacts, clone upgrades and armor upgrades to be able to run it. But when it comes together, it is super satisfying to play. Core Idea / Synergy: This build revolves around Fear and Hunger and Agile. 1) Fear and Hunger solves all your damage and you stay at 0 calories for most of the mission. We have >=3hp/turn from cybernetics to counter the starvation damage. In combination with Agile, this means you always sprint. We use mostly passive perks, as they require no calories to activate (trigger perks don't trigger at 0 satiety). 2) Have 7-10 AP per turn (Speed Drive, Rubberized Leg, Faris Tempo, Assault Reflex) with Agile to get +40-80% dodge each turn and reach the dodge cap. As a melee build we run a lot, even in combat. Clone, Talent, Perks and Cybernetics are explained in their respective section. Here I will discuss the rest: --WEAPON-- This build is melee-weapon-type agnostic, you can run whatever you want; but there are some things to consider. 1) We want good base damage. So either use a high tech weapon or upgrade a lower tech one 2) Of all the weapon perks, the following two are relevant: 1) Mutilating (more amputate -> baron insta-kills, more cybernetic drops), 2) Cleave (more attacks for the same AP) 3) We need 2 different damage types to deal with immunities Two weapons immediately stand out: Starblade and Vorpal Ax are the only two that have mutilating and cleave. So lets compare them. Vorpal Ax: Impossible to upgrade (comes as-is). Roughly 63 base damage before Fear and Hunger. Slashing damage. 50% base accuracy. Starblade: Very hard to upgrade (Sunlight Coven Chip). With Elerium ammo roughly 147 base damage before Fear and Hunger. Beam Damage. +18% crit from Ammo. 30% Base accuracy. If you use Elerium Ammo, Starblade has 2.5x the base damage, a substantial crit bonus, the better damage type (beam); but 20% less accuracy. If you use Dilthey Batteries, Starblade still has ~30% higher base damage, a good crit boost, the better damage type (beam); and the same accuracy. With no downside except ammo use. Elerium is not hard to stockpile. And with either Ammo, Starblade outshines Vorpal Ax in my opinion. So we will use that as the primary weapon. It can crit for >1k with the full Fear and Hunger Bonus. Now for the secondary weapon we can just go with Vorpal Ax since it has a different damage type, or we can use an upgraded low-tech weapon. One good options and what I use is the Razor. It uses the same ammo as the Starblade, so you can just carry 1-2 stacks of that, but has the lacerating damage type. Upgrade the Accuracy as high as necessary to have at least the same hit-chance as the Starblade, and pump the rest of the upgrade points into base damage. It still has mutilate (so we get amputations) and with Elerium Ammo it out-damages any of the other upgradable weapon choices by a lot. You could also upgrade the accuracy more and use it against dodgy enemies like the spiders. The third weapon is the grafted-on Mutilated Claw. Don't use it to fight unless you have to, but you can use it as an infinite durability blade to chop up bodies. --ARMOR-- Imo it is quite important to have very lightweight armor for this build to reach the dodge cap. By far the best armor to upgrade that doesn't require too many high-level chips is IBN SINA. Upgrade all of the pieces until they are <= 0.3kg weight. You should upgrade them a bit more to boost fire and pierce resits, but the baseline on IBN SINA is excellent. Alternatively use 1 different armor piece to get the fire/pierce resits. IBN SINA will provde 0 shock resists which is ideal for this build, as we dump that stat (we have too much negative shock from implants). This will land you with solid 50%+ damage reduction in most damage types. The only alternative armor i would consider is higher resist armor that is also upgraded to minimum weight, like the T8 armors, but they are a pain to upgrade. For the Backpack we obviously use Archangel. For the Vest we use Panzer (best resists, we don't care about vest slots or reload times). --INVENTORY-- - I usually bring 2 each of Military Aid Kits, Dr. Jones and Engineering Kits. Enough to treat wounds on the different body parts and to deal with all status effects. Only 2 because the weight cost is real. If you are on longer missions (or want safety), put a stack of each in the Ship Inventory to reload. - 1-2 Emergency Consumables (Gavvakh or Nanostim) - 1 Stack of Chick-Chick and 3 water bottles (to trigger Assault Reflex and to extinguish fire/poison). - 2 Stacks of ammo - Throwing weapon in the vest slot (any are fine, i like the pain nails) In addition, I will bring 2 stacks of sorbent in the shuttle inventory if I want to chomp meat to spawn barons. And for longer missions ofc extra ammo, etc. in the shuttle inventory. --TL;DR-- - Use Clone, Perks, Pact & Implants as shown in guide. - Upgrade Clone with melee accuracy - Starblade, Upgraded Razor with Elereium/Dilthey Ammo or Vorpal Ax - Total weight less than 15kg; Weight-Reduced IBN SINA is excellent.

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First off, Kenzie Yukio is another good option if you are using Isabella Capet for another build. This build requires you to upgrade the clone a bit and a lot of upgrade options are interesting: Melee Accuracy, Health and Satiety (for damage) are all excellent. I recommend to spend the first few upgrade points as such: 1 Change Talent to Agile; 2 Satiety; 3-14 Melee Accuracy (to 89%); 15+ Health:Satiety in 3:1 ratio We do not need higher pain tolerance; dodge is bad value and we solve the early HP with Bodybuilding. I recommend at LEAST 6 upgrade points until you start using this build.
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This is the cornerstone of the build and allows you to be always at the dodge cap. Here are the sources for dodge we have: Isabella Capet: 36% Cyber Compatibility: 31.5% Rubberized Servo: 15% That's 82.5%. Try to keep your loadout under 15 kg (I usually run with ~9kg). At 15kg you get -30% dodge. That is a baseline of 52.5% dodge. You are ALWAYS running with this build. Your running AP are between 5 (passive) and 7 (with pact). Each step gives you 10% dodge for the next enemy turn. So under normal circumstances, you are between 102.% and 122.5% dodge while simply moving. This is dodge cap against vast majority of enemies. During combat you should always have the pact on and therefore 6 (the turn you activate it) or 7 AP. Unlike a ranged build, you have to move to attack here, so generally you will spend around 1-3 AP for attacking/using items and then 4-6 AP for moving. Again, putting you comfortable at the dodge cap in most situation. Plus you enjoy all the benefits of using items while running (meaning 1 vest slot is perfectly fine, just use heals from the inventory), and you can open doors etc. so you never have to switch to walking.

Perks · showing Legend rank

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Core Perk. This enables Faris Tempo for close to +2 AP passively.
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Here we want a strong defensive perk. Imo Cyber Compatibility for 31.5% passive dodge is the most consistent and allows us the be dodge capped fairly easily.
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Masochism doesn't work at all here since we will have ~90% Pain reduction. Instead we pick Bodybuilding as it is a passive perk (works at 0 satiety) and it allows us to boost melee accuracy on our clone and still be in comfortable HP range. Very late game when you reach 350+ hp, you can replace this for whatever you desire.
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Core Perk. This is where our 1k crits come from and its the reason for this build to exist. Baseline +108% passive damage with +24% for every clone upgrade spent towards satiety. Usually there is no need to reduce satiety down to 0 before leaving the starting area, just play normally (always run) and when the Q-levels starts to get high we should be approaching 0 satiety. Funnily, the first "Bane" level of the pact helps us to lose calories faster, so pop 1 pact at the start of the map for sure. At 0 satiety you take 3hp/turn damage, but we run >=3hp/turn healing in our cybernetics to completely offset it. Don't forget that when hurt you can eat to lose the 3hp/turn damage and gain 3hp/turn more in healing. Also due to a quirk with timing, when you leave the mission at 0 satiety, there is a chance your clone will be injured and unavailable for a day. Probably its because you take 3 damage from hunger and the mission ends before you heal it in your turn? Anyways, i usually eat, skip a turn and then evacuate.
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Insanity is interesting. It provides bonuses depending on the Q-level: 0–99: -4.5% damage, +0 resists, -9% health 100–249: ±0% damage, +0 resists, ±0% health 250–399: +4.5% damage, +1.35 resists, +4.5% health 400–599: +9% damage, +2.7 resists, +11.25% health 600–799: +15.75% damage,+4.05 resists, +18% health 800–999: +24.75% damage,+5.4 resists, +31.5% health 1000: +33.75% damage,+7.2 resists, +45% health Damage is pretty irrelevant thanks to Fear and Hunger. Resists are nice but quite minor so the main benefit here is the health boost. This gets better the more HP you have. At 190 base HP (which is what you have with Bodybuilding and no clone HP upgrades), this gives you between -17 to +85 HP; which is at best another Bodybuilding... which is not exactly great. However, once you start upgrading your health pool, this gets better. So what's the alternative? For most builds you want an emergency perk that boosts your AP in tough situations and for most builds and clones I recommend Death over Chains. However; This is a Trigger Perk, meaning it costs Calories to activate. If you are at 0 satiety (which you will be quite a lot due to non-stop running and to deal max damage), this CANNOT ACTIVATE! I found this out the hard way. Trying to keep your satiety at 200-400 at all times for this to be able to proc is a huge PITA and then once you forget it, it doesn't proc anyways. I tried to make it work, but its just bad. There is however one interesting alternative perk that fits the bill: Assault Reflex to use food as +3 AP items. Assault Reflex will trigger almost guaranteed as soon as an enemy attacks you since we are at the dodge cap. So by being at 0 satiety and eating food when you need +3 AP you can control precisely when it procs. This makes it like a second pact with 9 turns cooldown and tbh, if you use it properly, it is very strong. tl;dr - Try Assault Reflex and use food like +3 AP items. If you are at >350 hp or don't want to mess with food, keep Insanity.
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We are using blades, so the easy swap here would be Carnage. I tried this out a lot; and my conclusion is that it's horrible. It has 3 turns uptime and 20 turns cooldown. It is up so rarely that you can't plan around it. And even if it is up... getting another 1-2 AP for a couple turns is not what the build needs. Additionally, for it to be able to proc, you need to eat food, as it cannot proc at 0 satiety. Instead, lets take a look at our accuracy. There are several potential sources of accuracy: - Baseline: 75% = 45% clone, 30% weapon (10% from Starblade itself and 20% from the only fire mode). - Movement mode: We always run. That is a flat -25% accuracy. - Weapon Upgrades: Unless you want to use Razor, this is quite tricky. The Starblade recipe (Sunlight Coven Chip) comes very late if at all and its very expensive to upgrade. However, this is the best upgrade for it by far if you get there. - Clone Upgrade: 4% per point, this is reasonable, and a high priority to upgrade. - Perks: Knife Fight is the best passive one, with Athletics strictly worse and Dismantler slightly higher but on a cooldown and requiring you to eat to proc it. - Cybernetics: Magnetic Stabilizer (7.5%), Gavvakh Vesicle, etc. You can move some things around, but this build doesn't use any accuracy from implants. The number you want to aim for with accuracy is 95% or more. Missing in melee sucks and some enemies have quite a bit of dodge, so there are good arguments for going above 95%, as it will convert excess to crit. One thing you can do here, is run Gavvakh Vesicle instead of Leap of al-Abarsa to boost accuracy specifically vs. harder to hit enemies. So let's see how we achieve 95% accuracy: 75% base - 25% running + 30% Knife Fight + 16% clone upgrade x4 = 96% And consequently, at 11 clone upgrades (75% - 25% + 44% = 94%) you could drop Knife Fight and pick something else like Assault Reflex/Insanity (the one you didn't pick above). --- TLDR; Possession, Fear and Hunger, Cyber Compatibility and Assault Reflex are core. Bodybuilding and Knife Fight are recommended to start the build. At 11 accuracy upgrades, swap out Knife Fight for whatever you fancy (e.g. Tomahawk). At 300+ hp optionally swap out Bodybuilding for Insanity.

Pact

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Core. This enables the build.

RT-2 // Build manifest

Full Guide for Terror Pack — Quasimorph build

Isabella Capet // Terror Pack // Starblade

Mercenary
Isabella Capet
Base class
Terror Pack
Talent
Agile
Perks
Possession, Cyber Compatibility, Bodybuilding, Fear and Hunger, Assault Reflex, Knife Fight
Pact
Faris Tempo
Primary weapon
Starblade
Secondary weapon
Razor
Cybernetics
Mutilated Claw, Tremor Module, Frame, Field Emitter, Rubberized Leg, Seismic Generator, Eye of Rarrug, Rubberized Servo, Nanoregenerator, Rubberized Controller, Energy Shield, Rubberized Leg, Speed Drive, Hellcrab Carapace, Leap of al-Abarsa, Mutilated Claw, Overgrown Muscles
Game stage
Late game