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Shadowrun Dragonfall Spell Slots

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  3. Shadowrun Returns Spell Slots
I noticed that I bought Dragonfall sometime ago, even installed it, but never got around to actually play it.
Now I'm thinking about giving it a try, but given that my knowledge of Shadowrun extends to 'isnt' it something like cyberpunk with D&D fantasy races and takes place on earth?', I'm not really sure where to start.
Therefore I'm a bit hesitant to simply dive head-first into the game. seeing that you have to create a character and I don't know if the game features any 'build traps' (e.g. a game lets you play as a mage but the later parts of the game have been designed with a melee warrior build in mind, turning any progression into a chore).
So, any tipps for a first-timer?
Is there anything I need to know about Shadowrun the setting in general before getting into the game?
Is the game tailored towards a certain play style or does it favor certain classes/races/builds? Anything that I should try to avoid?
I know those are some very vague and general questions...but I'd be glad for any hints and any advice given

The maximum number of weapon slots is three. There are a number of ways to unlock slots, but the maximum is three. Spell slots I believe is cap by your essense value. You can unlock more more then six, but you will only ever have access to six at best. Extra spell slots get unlocked automatically as you develop relevant skills on karma allocation screen. It tells you precisely what special ability (if anything) you gain for each specific point you allocate just hover over it. Btw standard spell slots can also get lost if you reduce essence through implant surgery.

If you're playing Shadowrun Hong Kong as an Adept, you'll want to know how to optimize your build for the best, most OP shadowrunning action you can get. There are a ton of builds you can make in Shadowrun Hong Kong because of its flexible Karma system. This Shadowrun Hong Kong Adept Build guide will teach you how to allocate all your karma for the best possible Adept build and what equipment you'll want to acquire.

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Race Selection – Shadowrun Hong Kong Adept Build

Ork and Troll are the only options here. Both have low intelligence, but for this build, who cares? They have the highest Strength and Body maximums. Troll has higher maximums but honestly, you're not going to reach them, it just takes too much karma. Plus we're going to game the system with Cyberware. But you can go with either choice here.

You might notice that Dwarves have the best Willpower maximum (11), and that the final Shadowrun Hong Kong Adept spell, Martial Defense 2, is only available at Willpower 10, which is beyond the maximum for Orks and Trolls. You could get around that with Cyberware but, instead of doing that, we're just going to not care because Martial Defense 2 isn't that great.

Stat Allocation – Shadowrun Hong Kong Adept Build

There's really only one way to go when trying to create perfect Shadowrun Hong Kong Adept build. Zero deviation from this. Unlike the Mage build, which has some leeway where you can pick up a subspecialty halfway, you've got to go all-in here.

Body: 9 (10)
Strength: 9 (12)
Close Combat: 9
Willpower: 9 (11)
Spellcasting: 4 (5)
Qi Casting: 9
Charisma: 4 (7)
Conjuring: 1
Spirit Control: 3 (4)

That build takes 246 Karma, which is every single point of Karma in the game. So, I hope you know how to collect all that optional Karma, because you're gonna need it. If you need some leeway, take it out of Spellcasting.

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Some things that might not be obvious:
– You want 1 Conjuring to be able to use the Spirit Fetish, which gives +1 Charisma.
– You want 7 total Charisma to pass the highest Charisma check at the end of the game. If you don't care about that, you can skip the Conjuring point, but it's just 1 point.
– You want 4 Spellcasting so you can equip the two Hermetic totems for +2 Willpower. You also get the option to use a low-level Mage spell (you will not do this, but you could).
– You want 3 Spirit Control for access to a totem, and you should take the Leopard Totem (+1 Move, +1 Armor)
You do not need any Melee or Unarmed Weapon skill whatsoever. Do not take any.

Equipment – Shadowrun Hong Kong Adept Build

In terms of weapons, you want the Racing Fulmination. This Shadowrun Hong Kong Adept Sword adds +1 to AP every time you kill someone which, because Chi Onslaught is stupid, is at least once per turn. I have seen my character stack up 7+ AP with this weapon. Other than that, you can equip the Blood Calls to Blood fist as an alternate weapon/self-heal, but you will never use it.

When it comes to your spells, these are the best spells for this build:
Mystic Armor
Bonded Spell: Killing Hands + Stride
Pain Resistance
Martial Defense 1
Lightning Strike

You may notice something about these spells, which is they're almost all passive, and the ones that aren't passive are skills you're only going to cast once per battle anyway. So that means we don't have to care about the cooldown penalty for essence loss, just the spell slot penalty. Also, since these are the only good Qi Casting spells, we only need 5 slots, so we can stand to lose one. So you can equip 1 essence worth of cyberware.

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This is the Cyberware you're going to want:
Arms: Muscle Augmentation (+1 Quickness/Strength) x2
Body: Suprathyroid (+1 Body/Quickness/Strength)

You'll lose a spell slot but you weren't going to use it anyway, so… eh.

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This Shadowrun Hong Kong Adept build is a whirling wrecking ball of death. It gets a ton of movement range, takes very little damage (10 armor, pain resistance, constant light cover), stacks AP every time it gets a kill and kill almost every enemy in one hit. It's not the best build in the game, but it's probably a close second.

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That about covers it for the perfect Shadowrun Hong Kong Adept build. Be sure to check out the Games Section for more articles like this and click here for more game guides for Shadowrun Hong Kong.





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