What kind of armor should karok wear
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Current visibility: Friends-only. This item will only be visible in searches to you, your friends, and admins. Looking to complete your armor set? Want to find just the right kimono for your karaoke performance? Need to boost your skills for a specific check, but don't want to go through your clothes inventory one item at a time? This guide is here to detail every piece of clothing you can find in Disco Elysium, how to acquire it, and what are its stats.
Like and favorite if the guide helped you, so that it's easier to find in the future. This item has been added to your Favorites. Created by. Xander77 Online. Category: Achievements , Loot , Walkthroughs. Languages: English. Guide Index. Default clothes - scattered around your room and the hotel. Scattered around the starting area. In the harbor area. Inside the apartment building. Initial area - require checks or progress:. Day 3 past the canal. Day 5 and onwards. T Armor. Additional info:.
Requires Savoir Faire check to grab from the fan, lower difficulty if you turn the fan off. Note - you should wear this while talking to the drunks and right after confronting the instigator. If your Inland Empire is high enough, you should get additional options. One is in your room, another is on the balcony outside head straight down from your room to open the door to the balcony.
Talk to the gardener right outside the hotel Day 1. Thanks to artmangm. From Annette the book store girl, after you convince her mother to let her in. Note: If you give this hat away, Annette will give you an identical one if you talk to her again. Right below where Cindy the Skull hangs out, in the north-west section of the town. You need to equip a tool to open the container.
Garbage container outside pawn shop. The bathroom of the office at the entry to the harbor. Refusal to pay could lead to death. The Karuk considered sex to be an enemy of wealth and did not often engage in it except during the fall gathering expeditions. Sex and children outside of marriage were acceptable in this scheme: "Legitimacy," like almost everything else, had a price.
Marriage was basically a financial transaction, as was divorce. The Karuk observed many daily magical practices and taboos. They also underwent extensive ritual preparations for the hunt, including sweating, bathing, scarification, bleeding, smoking their weapons with herbs, fasting, and sexual continence.
Dwellings Dwelling structures family houses and sweat houses were made of planks, preferably cedar. Family houses were rectangular and semisubterranean, with an outside stone-paved porch and a stone-lined firepit inside.
Doors were small and low. Males from about three years of age slept, sweat, gambled, and passed the time in sweat houses, which women, except for shaman initiates, could not enter. Diet The Karuk diet consisted mostly of salmon, deer caught in snares or by hunters wearing deer head masks , and acorns as soup, mush, and bread.
The people also hunted bear, elk, and small game. Meat and fish were usually roasted, although salmon and venison could be dried and stored. The only cultivated crop was tobacco. The following were never eaten: dog, coyote, wolf, fox, wildcat, gopher, mole, bat, eagle, hawk, vulture, crow, raven, owl, meadowlark, blue jay, snake, lizard, frog, caterpillar, and grasshopper.
Key Technology To catch fish, Karuks stood on fishing platforms holding large dip nets the platforms were privately owned but could be rented.
They also used harpoons and gaffs. They cut planks with stone mauls and horn wedges. Wooden implements included seats, storage boxes, spoons for men; women used mussel-shell spoons , and hand drills for making fire.
Women wove vegetable fiber baskets, containers, cradles, and caps. Bows were made of yew wood, with sinew backings and strings. Meat and bulbs were roasted in an oven of hot stones. Notable Arts Fine arts included woodwork, storytelling myths, with songs , and highly abstract petroglyphs, made after approximately Transportation Karuks purchased Yurok boats made from hollowed-out redwood logs.
Dress Hides, usually from deer, and furs were the basic clothing materials. Women wore hides with the hair on to cover their upper bodies, and they wore a double apron of fringed buckskin. They also had three vertical lines tattooed on their chins. Men wore a buckskin breechclout or nothing at all. Critical Hit simply increases the chance of getting crits and the damage that they do.
Can safely be upgraded to rank E as soon as it is acquired. After that, it falls below the above skills and his SP skills in priority. Clash is an ability that allows karok to stop a boss's attack in it's tracks. Even when maxed out it doesn't do a lot of damage and thus generally isn't very useful while soloing.
In a group however, it can be quite good as it provides up to 10 seconds for the other players to attack the boss without fear of repercussion.
It can safely be ranked to rank E as soon as it is acquired. After that though, the damage bonus isn't that good and even when maxed out the cool down is still seconds.
As such it should probably be saved until after all other general and SP skills. Press E when the E key shows up on the boss.
Once you have entered the clash, press the left mouse button repeatedly to win the clash. In order to prolong the clash in order to extend the boss's vulnerability window, left-click three-four times quickly, let off for a second.
Repeat until the clash ends. By holding down E, Karok throws his pillar, damaging any enemy within it's path and allowing Karok to use unarmed combat. In my experience, Pillar Toss is not a particularly effective skill and thus I would recommend not ranking it up until after all other useful skills have been maxed.
Should be ranked to rank D quickly in order to unlock Smash Mastery. After that, it is very low priority. This is a good skill as it allows the player to use karok's LR smash and then immediately jump to his second normal attack, thereby allowing karok to quickly pull off either a Bison Charge or Mammoth Swing.
Good for both damage and shock absorption. Only upgrade this when every single other useful skill has been maxed out. Even maxed out it only reduces the cool down by. SP skills are skills that can be used only after the SP gauge has been filled to a certain amount. Karok gains SP by dealing damage with his smashes. He gains his first two SP skills at level Howl costs 1 SP bar and allows Karok to remove a single debuff. When successful, he activates a health regeneration buff.
As only a handful of bosses have debuffs and since when used properly Absorb Shock prevents them, it is a highly situational skill. Even maxed out the health regen buff is negligible and that combined with the fact that Howl is very situational, it becomes a very low priority.
Whirlwind costs 2 SP bars and can do a lot of damage, especially when maxed out. Unfortunately, it does not seem to work with Absorb Shock and should thus be saved for the bosses' vulnerability phases.
Earthquake is a powerful ability that causes Karok to slam the ground with his pillar, damaging and slowing every enemy in a large area-of-effect. More importantly, it makes Karok invulnerable during the animation.
As it costs 4 SP bars as opposed to the 2 for whirlwind, whirlwind can probably do significantly more damage. However, the invulnerability makes earthquake ideal for soloing. Since it is one of Karok's most powerful abilities and because it isn't acquired until level 52, at which point all of his other important skills should be maxed, I would recommend maxing it immediately.
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