Character builds

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Character builds

==Post your favorite trait build(s) in this thread==Red traits-InsomniacBasic Human(X4)Blue traits-MedicAthleticTrackingNight visionTrapping(botany is better for early game but i think trapping is better once you have the necessities for fire/snare/etc.)

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The last game I started before bugus interruptusTraitsInsomniacPerksMedicBotanyAthleticLockpickingNight Vision

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Do you really find the lockpicking that useful? a lot of the time i feel like the locked storage sheds dont have "that great" of loot to be worth a trait and and item when you can still open them with a crowbar or strong. but does lockpicking really increase the loot meter enough to be worth it? i kind of want to try it now... also how do you escape without tracking? do you have to be running for multiple turns? With tracking i can literally spend one turn to go around a hill out of line of sight, end turn and theyll never find me

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As of now you can use the lockpicking skill plus lockpicks plus crowbar to get even more (maybe better?) loot.  In my experience lockpicking will increase the loot bar more than just the crowbar, and without increasing detection chance.  With lockpicking plus crowbar plus night vision the loot bar is maxed on locked sheds, forest shacks, etc.  In some cases I can even forget about the crowbar and get a nearly maxed loot bar (attracting less attention).  When I first started playing, I never used the crowbar at all and did fine.I have never used tracking, and I haven't had problems escaping unless I made a mistake.  I always wait before I scavenge so I have full movement to run away if I attract anything.  Its very rare for anything to follow me for more than one turn as long as I flee across open ground then hide in a forest or hills with my last movement point.  This may change with the new AI code soon to be implemented though.

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MyopiaInsomniaMedicBoatanyAthleticismStrongToughNight VisionIt's a loot orgy. I want to try trapping though.

Traits
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Basic Human (X4)
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Perks
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Tough
Mechanic
Metabolism
Melee
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"All successful jobs are comprised of many smaller and much simpler tasks."

I'm assuming you are doing melee combat with that build. Can you offer any tips on how you are healing efficiently without the medkit from the medic skill?

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Don't go past injured. Once injured just sleep more often, and rest occasionally. If you do happen to get crippled, find a "safe" zone, rest, sleep, then rest some more. Once I got to detroit I started scavenging items in and around the area killing the looters and bandits, they have a tendacy to run alot which makes them easy kills. Save up money and buy a medkit.

*Quick Tip: Watch for any looters and bandits near the junkshop, they tend to purchase most of it, including the $3,000 wristband.

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"All successful jobs are comprised of many smaller and much simpler tasks."

Oh wow, I never knew that NPCs would purchase things from the shop. That gives me a great idea for am ambush character.

Well, technically, they can't :) I think there was a bug where looters would enter the junk hex and go hog wild raiding the store. I tried to fix that, and they should steer clear of the store now.

Maybe someday I'll add it back in, if the store could summon guards to defend itself :)

Dan Fedor - Founder, Blue Bottle Games

This setup has been keeping me alive

Red traits-
Basic Human(X4)

Blue traits-
Melee
Tracking
Trapping
Strong

here is my combat looter

traits

insomniac
myopic

perks

medic
athletic
botany
strong
tough
metabolism

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This is the only character ive been somewhat successful using:

Traits

Human x 4
Insomniac

Abilities

Tracking
Hiding
Trapping
Medic
Metabolism

Think i'm going to swap medic out for lockpicking or athletic next playthrough.

I actually did just that last night before even reading this, ran from all encounters (save one, pesky looter didn't give up till I cut him with my cleaver) made it the glow for the first time without any severe medical ailments that couldn't be fixed!

Congrats on making it to the glow!! It's a challenge for me to make it there. So what was the build you used? Did you keep medic? This is my new character build currently hanging around the glow and the junk market and hunting squirrels. I've never been able to craft the tunnic so im trying for that now.

Traits:

Human x 4
Insomniac
Myopia

Abilities:

Trapping
Tracking
Hiding
Athletic
Lockpicking
Medic

Thanks Dusky, yea it's a tough game especially when you just start. My build is:

Traits:
-Insomniac

Abilities:
-Medic
-Hiding
-Tracking
-Athletic
-Metabolism

With five moves per turn(I was used to four) I don't stick in one area for long, travel towards the glow for a couple hours(two turns) covering tracks and hiding for the remainder of each turn(not sure if it's overkill) while traveling along the plain tiles. I'll make occasional dips into nearby woods and towns. Lived primarily off the twinkies and gummi bears and pure water. Had a fire or two for boiling some rags clean(fell down a ravine and cut my chest, only time I was injured). Eventually I made it to the glow, found a shopping cart along the way) and set up a campsite. Haven't had a chance to reload yet and see how far I make it this time.

Hey Anrj

Yeah that's exactly how I play. And no way is hiding tracks then hiding then end turn over kill bro trust me. Espcially if you have been in the area for a bit or you need to time to hunker down and heal. Maybe try taking myopia it only affects how far you see but if you equip binauculars you gain it all back. Thats what i've been doin binauculars in hand rifle on my back. I left the glow and made it back to the cryo without incident last night, but allways hiding if I stop for anything. Oh I finally crafted the Tunic it's awesome!!
Good luck out there!!

Since I think that combat isn't good I find these perks necessary:

  • Hiding - less chances of encounters while scavenging and hiding from mobs[
  • Lockpicking - for better loot (lockpicks needed)
  • Trapping - for better safety while scavenging and additional food.
  • Athletics - for more moves per turn and better chances of running away from mobs

With this pack of skills you should be able to evade any combat and get a good loot. You can take some additional skill at expense of Fragile skill. Since you haven't got to fight, you can take it. Then you can add something like "Tracking" to increase your evasion chances while fleeing.

Some skills have really not much use now. I guess this imbalance will be addressed a bit later in development.

My survivor that I have now has been lasting for days (rl)! I took no red traits, but for blue traits I selected Medic, athletic, Melee, and Tough. At first I avoided fights for the most part (unless it was obvious I would win with minimal damage). Now I have finished the storyline and basically pray on any enemies I come across now. My most recent battle with a couple dogman has left me in a pretty bad state, (Moderate Infection, Moderate Blood loss, broken arm) but I am recovering slowly but surely. Btw, when it comes to cholera I find the best thing to do is set up camp at a water resource and just stay there until it passes. This way you can stay hydrated and ride it out.

Made it to the glow, the hidden lake and back to the glow with only minor hunger issues...

Traits:

Human x 4
Insomniac

Abilities:

Athletic
Melee
Strong
Tough
Ranged

If I could do it over, I think I would drop Insomniac and Ranged. Or maybe take Lockpicking or Hiding in place of Ranged. Hard to be ssure though as I just found my first round of ammo and I am holding on to it for an emergency.

Trait; Humanx4, Insomniac
Skills; Hiding, Ranged, Botany, Tracking, Eagle-eye.

I'm throwing spears left right and center, my current character with this build encountered a dogman pack right north of the cryo-center, I managed to hide to a forest, get some mushrooms and berries for sustenance, and went hog wild making broad and hardened spears.

I wish I could make a dogman pants/Hide boots.

Traits:

Insomniac
Metabolism

Perks:

Athletic
Botany
Hiding
Lockpicking
Ranged
Strong

This is the build that I currently have, and it's the first one that's gotten me all the way to the DMZ. First time I've used Ranged as well and I'm finding it stupidly fun. Next game I want to go down the Strong/Tough/Melee route so I can have my dogman and fleece him too.

My current character which is so far my best current has:
Myopia
Isomniac
Botany
Ranged
Trapping
Hacking(which is useless because I dont know what im doing with it*help if you know*)
Eagle Eye via surgery
NightVision
Telescopic

Seriously someone help me out with the hacking part.

5 Dollars for water!?

for hacking a laptop you need the laptop and a charged battery init then if you right click the laptop there will be either open or use . clicking use will start the hacking encounter. for islabs, smartphones and cell phones you need specific software

Read the manual, chapter 16: http://bluebottlegames.com/main/node/46

Ran around with a clown mask before it was cool

Negatives-

Metabolism

Positives-

Strong
Melee
Tough
Athletic
Trapping

Kill and get the dogmen's coat at the beginning of the game and take the shards on the ground. Then simply go to the nearst forest and make a broad spear using hospital wrist strap and shards. then head towards to the DMC and scavence the buildings on your way(not the ruined ones because they take 2 moves to get in and there mostly isn't good loot in crumbling apartmens etc.)

Since this is a pretty agressive build I mostly don't carry any wehicles to be able to run in combat and catch enemies. But most of the time I die because of dehydration or starvation. No one messing with you and being able to one hit dogman with a hand-made spear is priceless though.

> make a broad spear using hospital wrist strap and shards. then head towards to the DMC

Naw, man, you need to head north and check out ZomZoms before heading to the DMC. It's always circled by buildings, so it's a ripe spot for looting.

traits

humanX4
insomniac
myopia
metabolism

perks

melee
tough
strong
trapping
botany
hacking
ranged

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Just take one good look at your life and you will realize that i am better than you.

You either saw my post on a youtube video or happened to take almost exactly the same build as me (Considering I've since modified it)... Oh well

Skills:
Basic Human.............. Melee
Basic Human.............. Tough
Basic Human.............. Strong
Basic Human.............. Trapping
Myopia................... Hacking
(Optional)Insomniac...... Recommended: Medic
(Optional)Metabolism..... Recommended: Athletic or Sneak

FOR BEST START (Using this build)

Spoiler: Highlight to view
  • Start the game with all listed abilities including recommended
  • Use Melee or Strong to kill Dogman
  • Interact with everything you can, then proceed to exit (Don't forget terminal! :D)
  • -IMMEDIATELY- use trapping with glass shard on Dogman corpse, enjoy free 100% condition armor and intimidation factor!
  • Don't forget to patch up your wounds before moving out!
  • Go to nearest forest, grab some resources for many fires (If possible do within 2 turns)
  • If you're lucky enough to find things to start a friction fire then awesome, if not shred your hospital gown for string
  • Make several fires (medium, about 3-5 is good) leave 7 sticks for food
  • Put out fires for ash
  • Use trapping with medium meat+stick+ash+fire
  • Voila! You should have cured meat with at least 80% condition on it (Should last a couple days) as well as some armor/warmth, enjoy!

I recommend not even cooking the small meat, it won't give the benefit the medium meat does and your food bar probably won't drain fast enough for you to eat it before it spoils

Awesome build, here is a tip:

Spoiler: Highlight to view

Use Melee AND Strong to beat the dogman without injury and get a special item that can help you later in the game.

This is my money making build, the reasoning behind my choices, and my best opening moves:

Basic Human -
Ranged = Ranged combat boost, hard spear crafting for combat, easy bow crafting for cash, better gun/ammo identification.

Basic Human -
Strong = Increased carry capacity, create obstacle option in combat, initial Dogman encounter, constant scavenging boost option.

Basic Human -
Botany = Better scavenging of water/berries/shrooms, berry/shroom identification.

Basic Human -
Trapping = Fire and cured meat crafting, Dogman coat, lure option in combat, Hatter encounter at DMC.

Myopia (Should have plenty of $$$ for cure at DMC) -
Lockpicking = Lockpick crafting from useless metal scraps, lockpick option in scavenging.

Metabolism (Faster healing and food/water not a problem w/ botany) -
Medic = Initial meds which are often worth a lot of $$$, identification of pills.

Insomniac (Sleep is the cousin of death) -
Hacking = Unlocking electronics, locating big $$$ files.

Keep in mind that the ability to identify things like guns/ammo, pills, and plants will result in significantly higher resale prices, so even though I don't have much use for a skill like Medic, it's a great money maker.

Now here's where things get weird and obsessive. I've gotten in the habit of min/maxing my start and here's my best (sleazy, save-scumming) approach:

Spoiler: Highlight to view
1. Start the game, fight the Dogman with Strong, and then save before selecting the Medic option. You'll get different pills every time you reloaad and that can be the difference between $30 and $1030 (the standalone is crucial for this kind of save scummming because you'll have to close out the game to avoid overwriting your first save and the standalone reloads quickly as opposed to the web site, which can be slow).

2. Before you start reloading to get the best pills, however, go out into the world to see what you're dealing with. You'll want to start with a forest hex directly next to the Cryo Center. If that's not the case, just start a new game and go through the post-Dogman save routine again.

3. When you've finally got a forest-adjacent start, that's when you can begin reloading saves to get the best possible pills - the forest should still be there no matter how often you reload. Now that you've got your best possible starting location, and your best possible pills (shoot for $500-$1000 worth of antibiotics), it's finally time to play the game (sort of).

4. As Froggeh suggests, immediately use the shards on the Dogman, along with Trapping, to get a bunch of meat and the Dogman coat. The coat is awesome, but I'm trying to sell that meat at max price, and now the race is on.

5. Rip up your hospital gown and use a couple of dirty rags to bandage your wounds.

6. At this point you should have 3.something moves left (1.0 less for the Dogman slaughter, and some tiny amount less for ripping up the gown) so move into the forest hex, which will take 2 moves, and leave you with 1 full move.

7. Craft the forest resource to get the branches and twigs. Craft a torch using the dirty rag in your hand and one of the branches, then use trapping to build a fire with the remaining branches and twigs, and light your torch.

8. Take your lit torch in one hand and a 5 stack of branches in the other, and return to the Cryo Center with the last little bit of movement you have remaining. End First Turn (we got a lot done, didn't we?)

9. When you start your second turn, extinguish your torch, leaving a small fire and 4 ashes (4 ashes in the most recent build, fewer in older builds). You're going to need 14 ashes to cure all 7 large hunks of meat, so get started building more fires. With the 4 ash yield from medium fires in the most recent build this is easy to do. I can't remember the exact approach right now, but it's possible to end up with 14 or so ashes and 3.1 moves left. It takes 3.5 moves to cure all the large meat hunks, so you should be able to complete that task with your final move of the second turn. Now you've got some very valuable large cured meats suitable for easy profits. End the second turn.

10. Build another small fire using Trapping and cook the remaining small meat hunks without curing them. These will be useful as sustenance on your journey to sell the large meat. Now you need a vehicle to haul all that meat around with, and two shoes to avoid the barefoot penalty.

11. At this point I usually save and create a backup point using the save manager, that way I can run around a little bit and if I don't find a vehicle right away, I can just reload and get a whole new selection of hexes around the Cryo Center.

12. Once you've got a vehicle (preferably a sled with strap because it's light) and some boots it's time to set off for DMC to sell your meat. Hopefully you'll locate a pot or a soup can to boil water in along the way, but continue to use Botany where ever possible to get those thirst-quencing berries (the small meats will take care of any real hunger) and don't get too bogged down scavenging - remember, your valuable meat is decaying every turn.

13. Do search (not scavenge) any easy hexes you pass that contain items to look for dirty rags, string, shards, bottles, and metal scraps to craft into shivs (great money makers) and lockpicks. Also once you're set up outside DMC, always grab large branches to craft green bows when you've got some down time, because they sell for $40 new. This is cash from trash and it's great.

14. On your journey you'll need to stop and light a torch as nightfall approaches. This is a good time to stop in a forest, harvest some branches, build a fire, boil any water you have, light your torch off the fire, then craft a hard spear out of the large branch, which is a great defensive weapon. Try not to land on a forest during dusk though, because your moves will be reduced to 1, and you'll start the next turn at 1 unless you have a lit fire or torch.

Now that the NTA Enclave is so much closer than DMC you can really clean up selling this meat, but even if you head to DMC, as long as you've got a vehicle and boots, you should make it to the Junk Market with each cured meat hunk selling for about $40 a pop. Not much money in late game, but a great boost to start out considering it falls in your lap in the first encounter. You should also have at least $300 or so in pills from your Medic start, so a whole new outfit, new bags, and all kinds of other goodies are immediately affordable.

I realize this approach takes a lot of the fun out of the game in the begining, but I love to arrive at the Junk Market after a long journey and know that I can afford anything I find.

One other save scumming suggestion - the Junk Market resets on (I think) the second turn of "Night" every night. If you save on or before that turn you can keep reloading until the random Junk Market loot contains a particular item you're looking for. In fact, the loot respawns on each move, so if you have 5 moves and you start on the market hex on its first respawn, you can then move a hex over and then back to the market for a new spawn twice, and get a thirdspawn on the start of the next turn (as long as you end your turn OFF the market hex). This is great when you just need the smartphone cracking software, for example, but it never seems to come up in the market

And those are my suggestions for sucking all the fun out of this game and treating it more like a job. Enjoy!

Hacking, Medic, Melee, Athletic, Strong, Trapping, Botany, Lock Picking
Human x 4, Insomniac, Myopia, Metabolism, Fragile

Best long term survival build I have ever found:

Traits:
Basic Human [x4]
Insomniac
Metabolism
Myopia [get the eye augmentation ASAP]

Skills:
Strong
Melee
Trapping
Botany
Medic
and finally depending on the type of game I want to play, two of the following:
Tough, Hacking, Ranged, Hiding, Tracking, Athletic, or Lockpicking

I always take the Metabolism Trait, and NEVER the Metabolism skill, I prefer the faster healing, as between botany and trapping food is rarely in short supply. I have never had a character die of starvation, not on a single one of my probably almost a hundred playthroughs.

Basic Human - Ranged
Basic Human - Lockpicking
Basic Human - Hiding
Basic Human - Trapping
Insomnia - Hacking
Myopia - Athletic

Stayed alive for 53 days and got massive amounts of loot including three medkits and 8 refills. Lost my cart dropping it on ground where a noise trap prevented it from having room to exist in. then I had my guy commit suicide by drinking 12x whiskeys and walking towards 4x Dogmen!

Seems like everyone is just doing complex compared to me :'(

Blue traits

Strong
Melee
Trapping
Medic

Once you kill the dogman and use his hide you survive till you run out of food. strong and melee due to the fact you get the tape of you kicking a dogman's ass with your bare hands. BARE HANDS!

My Usual Build:
Basic Human - Athletic
Basic Human - Trapping
Basic Human - Botany
Basic Human - Strong
Metabolism - Melee
Insomniac - Tough


Prepare for rambling:

I'm a melee guy who likes to get sweet loot off 'mobile scavenging locations'. I also don't like waiting for luck to hand me a lighter, so I take trapping mainly for the friction campfire, though that noise trap is pretty sweet and the snare is great for clothes, since I like to fill my glove slots and DMC Guards are a risky target.

Botany is great when it comes to satiation and hydration. You find enough berries and mushrooms to fill both bars quite nicely. It also amuses me when I come across a dead scavenging location and see poisonous berries/mushrooms in the pockets. :p

Tough and Strong help me avoid and survive injuries, and pin down those moving scavenging locations. I'm also a pack rat so strong helps out there too.

I really wish I could take Eagle Eye for the extra range, but I really like my perks, and the other negatives I REALLY don't like. Metabolism is easily countered by Botany, and Insomniac is only a little annoying since sleeping pills aren't too hard to find.

I also need to try Mechanic one of these days. Mostly so I can drag a Travois around, but I don't want to waste a slot on 'serious' runs, and there's really nothing else worthwhile unless I want to make a run where the cryo' is my main base of operations.



(Edit: The stuff below was my first edit, but I've readjusted my build again with close to 90 hours of 'experience', so I'm just redoing the stuff below instead of making my post even longer than it already is with a 'edit 2' section.)

I'm now 62 hours(now nearly 90 hours) into the game, and I made this post when I was around 15 to 20 hours in. I wanted to post a my new build that I use now with my 62 hours(now nearly 90 hours) of "experience":

Basic Human - Melee
Basic Human - Ranged
Basic Human - Strong
Basic Human - Botany
Myopia - Medic or Metabolism

I've dropped Athletic and Tough on the Skill side, Insomniac and Metabolism on the trait side. I now also use Medic, Metabolism(skill), and Ranged. My reasons are:

Athletic: Once I bothered to actually read up on Athletic, I discovered that it really doesn't do anything I like. I originally thought that the "Charge!" choice in combat was linked to Athletic, but I dropped it soon after I discovered it wasn't

Tough: I dropped Tough since my strategies in combat make it rare that I'm hit, and when I am it usually isn't too severe. Though ever since I dropped it, I occasionally get one shot'd by enemies stabbing me in the head or lungs, usually with arrows I shot them with a few turns beforehand. Plus it's nice to actually have a few reasons to keep that stockpile of clean bandages.

Insomniac: I dropped Insomniac since it's freaking annoying trying to sleep without pills, and the sedated status affect makes combat harder, so I just dropped it.

Myopia: It was really annoying for me, since I love having a large view radius, and even a temporary nerf was unbearable. Now, though it's still annoying, the fact that it's easy to fix and practically gives a free slot greatly overshadows annoyance now.

Medic and Botany: Medic and Botany are skills I make a choice between to take up the Myopia Trait slot. I sometimes choose Medic for it's increased healing, health management, and it's pill ID'ing(for money making). Metabolism I choose sometimes because it's really nice not having to manage food as much.

Trapping: I dropped this skill since, after nearly 90 hours, the only things I use if for are friction campfires and the early game Dogman Coat. By the time I need campfires and boiled water, I would've found a lighter by then. While the Dogman coat is useful for early survival and selling, it's not that crucial. I just dropped it since Botany does a better job of getting food.

Ranged: I added this skill since I've taken up the hobby of slinging large stones into peoples faces, and the Ranged skill greatly enhances my ability to do so. The other benefits make combat with other ranged weapons much more efficient, except for when enemies stab me with my own arrows.

<br>


I've killed innocent civilians and taken on squads of DMC Guard in the name of fashion, and a sweet set of military apparel.

This is my all time favorite build

Basic Human-Hacking I'm just trying this out for the chance of BIG money. I usually choose trapping but I decided I can live without boiled water or noise traps, what's the worst that can happen? ;) The only real thing I hate about this is the lack of the pelt at the beginning
Basic Human-Melee I love being able to stab my enemies to death with my broad spear
Basic Human-Athletic For tracking down those pesky looters and dogmen
Basic Human-Strong This helps with the opening sequence, and of course more melee power. This also allows me to carry a TON of stuff when I make the money scavenging runs
Myopia-Tough Myopia is temporary until I can get some new eyes, so its only logical. Tough lets me drink unboiled water without caring, and being able to hold my own against 3 dogmen with only a broad spear is incredible.
Metabolism-Botany Botany more than compensates for the metabolism, so essentially I never worry about food or water & I get a bonus to healing
Insomniac-Ranged The quick bucks from the greenwood bow help, and the bonus to firearms is a god send against the merga wrath

All in all, this build allows me to kill fools left and right and make a ton of money doing it.

I am that low life scum that hunts down a scavenger, laughs as he tries to surrender, beats him to death with my club, and eats his gummy bears before moving onto the next sucker.

I've found this to be extremely reliable, as well as very useful for anyone new to the game (you can leave out Myopia->Medic if you're new and aren't comfortable with the visibility issue, or aren't aware of how easy it is to fix - I certainly did for my first few playthrough attempts before I got familiar with early-to-mid game).

Basic Human -> Strong
Basic Human -> Tough
Basic Human -> Athletic
Basic Human -> Ranged
Metabolism -> Botany
Insomniac -> Trapping
Myopia -> Medic

mine is similar to yours.

Red Traits -> Skills
Basic Human -> Strong
Basic Human -> Melee
Basic Human -> Tough
Basic Human -> Ranged
Metabolism -> Botany
Insomniac -> Trapping
Myopia -> Medic

Strong: I enjoy carrying much more, dealing more damage in melee combat and bonus to scavenging.

Melee: I want to be deadly with the broad spear as well as the ATN War Club.

Tough: I like it that I can take a few hits and still be able to finish off my opponents.

Ranged: Arrows are easy to craft and deal fair damage via the Compound Bow.

Botany: Plenty of edible berries and water in the trees. This settles the extra food and water intake. Bonus healing too.

Trapping: I love the Dog Man Fur Coat! Simply awesome! Useful in combat. Easily start fire in the forest. Not that hard to find sleeping pills.

Medic: Detailed health bars means I know when to eat Cavilo (mild pain killer) or Hydrocodone (strong pain killer) so I don't waste the pills. I can sell the extra pills for quite a nice amount too. I can get a new pair of cyber eyes for $6,100.00 so being able to see one hex less does not matter much. Early on, binoculars with straps will help, or dual scopes with straps each will suffice too.

Why I did not take the other skills:
Electronics: I don't really use them much.
Hacking: Not attractive to me, especially early game.
Mechanic: Not much worthy items to craft, cannot repair.
Athletic: Not running around much since I am always pulling something along.
Hiding: I can hide just fine in buildings with high shelter rating, 4 noise traps help me to wake up in time.
Tracking: Not really wanna track anything. I can spend a few more actions to hide my tracks completely.

So that's all for my build I guess.

My favorite build:

Red Traits:

Myopia

Insomniac

Blue Traits:

Medic

Botany

Melee

Athletic

Trapping

Strong

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I forgot if this was Neo Scavenger or Crazy Hobo Simulator.

Traits:

Myopia- Can be cured at the HHH. In the meantime, limited field of view doesn't bother me.

Metabolism- I just don't care about the increased food intake. I just don't. Plus, healing rates get slightly increased, so if anything it's a free perk.

Insomniac- That's what sleeping pills are for.

Basic Hunan x4
-------------------------
Perks:

Trapping- Free dogman coat and I can lure people in battle

Medic- Increased food and water intake and a limited field of vision doesn't bother me, but not being able to see the status bars does. I'm just weird that way.

Strong- I never start a new character wihout this perk. Never.

Melee- I get to craft spears and stronger attacks.

Botany- Now I know if those redberroes are safe. Also, tannin tea.

Athletic- In case i need to run away.

Tough- To take more hits.

"Wow! This looter's soup can actually had soup in it!"

I've been using pretty much the same build. Athletic in particular doesn't seem to matter all that much, so in my latest run I swapped it out for Hacking... which also seems useless. It might be better to take Mechanics for an early travois (and possibly a box cart lategame), or just drop Insomniac.

Hmm, I'm not too big a fan of Mechanic. The Travois is kinda cool to craft, but for me, by the time I found enough string for the Travois I've already found a sled, which has more room and can store lose items without the need of a container.Plus sleds are common as hell. Mechanic has some neat stuff you can piece together, but for constructing Shopping/Box Carts it's too space/weight consuming for me, and you'd probably find one through looting anyway by then.

Hacking, like Mechanic, is good for some events, but is useless for the most part, with Mechanic being more useful by comparison. It can be pretty neat finagling with the various electronics, but to get to the fun stuff either takes a lot of time or a lot of luck to get not only the proper cracking software, but to find devices that actually have decent data on it. The Junk Market has a guaranteed(I think) memory stick with software on it every day, but cracking software seems kinda rare. GPS and RFD:1 seems pretty common though. It's practically impossible to find software through scavenging, though there's a chance to loot an electronic when scavenging, and then there's a chance THAT electronic will have data or software. The Junk market is more reliable with that.

Still, hacking would be way more fun/useful if you could use a laptop(with a charged battery and software) in scavenging like a crowbar, where you'd hack various ruined computers and there would be a small-ish chance to find one that still worked and get data from it. Actually, Hacking needs a lot of work in general, along with Mechanic and Electronic(skill). The Dev already said they will be receiving attention. I can't wait for that day to come. :D

I agree with Athletic. When I first played NEO, I picked Athletic along with Strong, Melee, and Tough. Since then I had ALWAYS picked Athletic when starting a new game. It wasn't until I had around 60 hours of game time that I dropped Athletic and realized it did nothing I wanted. I had always assumed that the "Charge!" move in combat was linked to Athletic, so I never bothered dropping it beforehand. After that I did several runs, reassessing all the skills and traits, then giving my standard build a major overhaul, which I posted up above. Though you probably already seen that novel I wrote on my build. I have trouble with keeping things brief. ;_;

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I've killed innocent civilians and taken on squads of DMC Guard in the name of fashion, and a sweet set of military apparel.

insomniac
metabolism

athletic
tough
strong
botany
hacking
eagle eye

bought telescopic and night vision on first visit to DMC.

Survived 55 days 17.16 hours and only died to a massive 4 on 1 (3 dogman leaders and 1 dogman) killed all but took heavy infection wounds that a follow up fight with another dogman while i was resting and healing killed me of infection along with dogmans wounds.

My build of certain death:

Basic Human: Tough (Survive all the hits!)
Basic Human: Strong (Dey see me punchin, they hatin'! Loot and initial dogman encounter.)
Basic Human: Melee (Broad spear, extra melee damage, initial dogman encounter.)
Basic Human: Trapping (Fires, DMC gate, noise traps, initial dogman encounter.)
Metabolism (Extra healz ftw): Botany (Always helpful, counteracts Metabolism. Bark tea ftw.)
Myopia (Counteracted with any type of magnification, eye surgery) : Athletic (Extra moves. Woop woop.)

This build was the "YOLO" build, running into everything, stabbing as many things as possible. I knew I'd eventually die. Turns out, I'm extremely lucky. Got a crowbar and stuff, never got an illness (ALL THE DIRTY RAGS! Thanks toughness :D) and made it to the glow without a problem. Have survived multiple gun encounters, got eye surgery, and now killing 20 trillion billion looters to get 6.1 thousand moneys so I can become robot ninja. Then I'll go out and try and find the many strongholds of the wastes.
And then kill most of them. And eventually, when I'm fed up with it all, I'll drop all my clothes, get my dogman coat on with my donglies hanging in the wind, and charge on 20 dogmen with my fists.
It will be glorious.

"How do you play NEO Scavenger?"
"I kill people and steal their shoes."
Welcome to Hobo Simulator 2014

This is my "Cheat" build.
I don't use it much anymore since it becomes pretty much impossible to lose.

Red Traits -> Skills
Basic Human -> Melee
Basic Human -> Medic
Basic Human -> Botany
Basic Human -> Lockpicking
Metabolism -> Ranged
Insomniac -> Strong
Myopia -> Trapping

Strong: Gives a great loot bonus, allows me to carry a lot more and makes melee hits devastating.

Melee: A lot of early-game combat, and even late game against weak foes will be done in Melee.

Ranged: Honestly a rather OP skill, seems to increase your chance to hit by a percentage, making hits from 40+ range routine.

Botany: Never have to worry about food. (Or water, since trapping lets you craft fires.)

Trapping: Awesome skill, fires, dogman fur coat, extra safety in dangerous scaving scenarios and free access to DMC.

Medic: Extra information is always incredibly healthy, and that's what Medic provides. Pill names, stat bars, health information.
Absolutely invaluable.
(Medkit at the start is also surprisingly useful.)

Lockpicking: Easy to craft, make a bit of extra cash with your small parts, and a decent increase to loot makes this skill useful for starting out and really useful for generating the cash needed to get your terminator eyes.

Why I took the traits I did:
Myopia: Not really much of a drawback and easily fixed for a fairly cheap price at DMC. (Free skill slot!)
Insomnia: Gives me another skill slot and makes it much harder for enemies to sneak up on me while I'm sleeping. Besides, a good shelter and sleeping bag lets you fill your sleep bar easily regardless.
Metabolism: Extra healing, yay! Botany easily offsets the increased food consumption.

I'm iffy about Tough and Hacking....
I may, in the future swap out lockpicking for Tough...since there are other ways to fill your loot bar in the late-game...and tough can be useful for keeping yourself alive.
Right now, I'm taking lockpicking to get the roboeyes faster....but I may switch it up in the future.
Hacking is also another fun skill, potentially good as a money-maker too. I'm really only considering it because I honestly find the hacking in this game to be some of the most fun to be had in it....being able to make some extra cash is also, of course....a plus.

Oh, and thanks to Deimos Tel Arin.
I rather liked the layout they used for their post, so I'm shamelessly stealing it.

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I am become death; destroyer of worlds.

For anyone who wants a fast-paced and action-packed adventure, just choose my set!
Traits:
Basic Human x4
Myopia
Insomniac
Metabolism
Skills:
Ranged
Botany
Trapping
Strong
Athletic
Mechanic
Medic
I have done this for a while, and every fight I get quite the fun adventure!

Latelly I started playing without any good skills and with all red ones and I need to say damn thats game now is harsh :D Especially how often I need to find water because of situation where you can't move with dehydration status.

Red Traits ........... Blue Traits
--------------------------------
Basic human ........ Melee
Basic human ........ Strong
Basic human ........ Tough
Basic human ........ Athletic
Metabolism .......... Medic
Insomniac ........... Botany
Myopia ................ Hacking / Lockpicking

My build is a fairly Melee combat heavy build, because once you start exploring the northshores where Dogmen roams in packs, you can't completely avoid combat.

Obviously, Melee, Strong and Tough are all good in combat and synergize rather well with one another.
Athlestic gives you up to 5 move actions per turn, meaning you get more done.
Medic is just awesome on a stick, and it even makes you heal faster.
Metabolism makes you eat and drink more, but also offers a boost to healing.
To support my increased metabolism, I've picked Botany, which also gives access to Tannin Tea.
Finally, I usually grab Myopia to open up for a moneymaker skill such as Hacking or Lockpicking, so I can better afford the eye augmentations.

Granted, I could pick trapping instead, as my last skill.
And that would make the start a bit easier, but once you hit mid, or even lategame, it's a pretty useless skill.

All in all though, once you get past the initial hurdles of surviving the initial bits and grab some artificial eyes, this build with a broadspear in hand, is a tough nut to crack, and it even recovers pretty well.

One of my characters managed to survive a beating so nasty he had to use three ... THREE ... rough splints to hobble away from the ambush site, and he wore enough bandages that he looked like a mummy - And he still managed to recover.

It took a while to track them down, but I think I got all of them after a while. :)

As for wether to go for hacking or lockpicking, well .... if you get really lucky with lockpicking, you find a nice weapon or a boxcart - But if you get really lucky with hacking, you get something like this :

IMAGE(http://lmt4ow.bn1.livefilestore.com/y2p4g51Ru8lISPcsxFSQlLqMeK9xEa_INYzt8R6WSn3ylIXPTC7Lxjyw_u5Eksvw8RaKjom3GZd3ymfP72vO6db145lWjopKIMlCZ7Ri_IFpGg/neoscavenger_nigerian_bank.png)

Aw yeah - Eye augmentations, here I come. :)

---
Ah well, it's just pixels.
Mean .. Nasty .. pixels, that're trying to kill ya.

I never getted how to make cash from electronic could you tell me something more about it?

It's not really that complicated - you just need to keep on unlocking any devices you manage to find while scavenging. Most of the files inside will be worthless, but there is a pretty good chance that there will be at least one valuable one per each device. Sometimes it will be $10-20, but you can find files worth $100+. And there are few of those colossally valuable ones, up to $4500 per each, if I remember right.


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