



The physicist can steal an energy weapon in junkyard, as part of the scrappers questline, so getting high electronics isn't as importantat this point. The most powerful non-crafting character you can make is a stealth psi character. Therefore, you need a build that is not gear-reliant. You want to minimize the effects on your character from a no-crafting build. Imo with the chemist it's worth to raise chemistry asap to craft at least mkiii - mkiv frag grenades (or traps), because they make a lot of the early game encounters (including depot a) much easier. Crafting results in greatly superior gear to purchased/found gear. Regarding crafting skills, you can check the wiki requirements for weapons & grenades. Skills: guns, throwing (or traps if you prefer you can replace grenadier with trap expert & quick tinkering then), stealth, hacking, lockpicking, crafting and mercantile. The difference is in feats and crafting skills.Īt this point you can start picking up the 'science' feats for your guy: crooked shot and mad chemist or high technicalities and practical physicist (and then much later critical power) depending on what type of guns you want to use. I'd increase per to 12 on level ups and the rest in dex, goes for both the chemist and the physicist. Str 3, dex 9, agi 3, con 5, per 10, int 7 But you could go with 3 con and 9 per, and raise agility to 6 to pick up sprint instead. Generally I don't recommend powergaming builds with 3 constitution for a first playthrough, so this character sacrifices agility to get a few more hps. Both are viable, but if it's your first playthrough and you're struggling, I'd recommend normal difficulty. There are two types of "science guns" in UR: energy (laser and plasma) and chemical.
