Introduction
Kung Fu Trash Pandas, Rambo Rabbits, And Samurai Squirrels
In Biomutant, the character creator can be quite confusing, if you don't know what you're looking at. There's a quite a bit of unexplained data, and I'll go over everything in detail in this guide. Embedded into the introduction is a Youtube video that I've made over the ins and outs of the Biomutant character creation process for those that would rather watch a video.
In this guide, we'll have a few different things to go over in detail:
Attribute Info & an explanation of the editor
The Breed selection process & how it affects the secondary attributes of your character
The Mutation process & how it affects the primary attributes of your character
The Resistances Phase
The Vanity Phase
The Class Phase
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Attributes & The Editor
The attribute dispersal phases are the most important phases that you will undertake in any RPG where character building is important. While you're never really backed into a corner at any point in Biomutant in terms of playstyle, players with a love for "min/maxing" their stats will want to take note of the different attributes and what they actually control. Beyond that, it will also make the early game a lot easier on the new "Extreme" difficulty setting.
A lot of the information that you see in the actual editor isn't explained anywhere, such as the red and green bars that appear on your HUD during Breed selection, the difference between strength and power, and how intellect, vitality, and agility both affect actions like dodging. I'll attempt to explain all of those things in detail.
Main Attributes & Secondary Attributes In Biomutant, each character will have 6 main attributes and 10 secondary attributes. Increasing a parent attribute will generally increase the values of its attached secondary attributes, and this is an important thing to keep in mind when editing your character initially. While you'll be able to build your character out to facilitate multiple play styles relatively early on in the game, for the most part, your early game playstyle will be determined by the final stat allotment during character creation.
Vitality- This determines your health, armor, and how much energy is spent while performing evasive actions like dodging and parrying.
Health- The amount of damage you can take before dying. (i.e. the red bar)
Armor- Biomutant's damage resistance attribute. The amount of damage you can take before your health is affected.
Strength- This determines your melee damage.
Melee Damage- The amount of melee damage done with each strike of your melee weapon. Final melee damage is determined by weapon metrics along with the melee damage attribute.
Intellect- Quite possibly the most important attribute. Determines power, Ki Energy, and Energy regeneration.
Power- The amount of damage done with psi-powers and mutations.
Ki Energy- The amount of energy you have to perform various actions, such as dodging, parrying, and casting psi-powers. (i.e. the blue bar)
Energy Regen- How quickly Ki-Energy regenerates during combat.
Agility- This determines your move speed.
Move Speed- How quickly your mutant moves.
Charisma- Affects the barter skill and some in-conversation actions.
Barter- This determines the Green that you receive from selling items and how much you pay for items.
Luck- Determines your critical rate and loot chance.
Critical Chance- Your chance, in percentage, of hitting an enemy with a critical strike with either a ranged or melee weapon.
Loot Chance- Your chance of looting items from enemies. This also affects the rate at which you find rarer items.
The Character Editor In the character editor, you will commonly see red and green bars when modifying your attributes. You can generally look at this as a before and after preview of the statistics, but this isn't explained very well, as far as the breed selection phase is concerned.
When initially selecting a breed, you'll have stat bars that are completely white. This is due to the fact that there was no "before" breed selected.
Now, notice in the image for Dumdon, there are red and green sections on the attribute bars. This goes to show a comparison of the Dumdon when compared to the stats of the Primal. By comparing these two pictures, we can tell that the Dumdon will have higher melee damage and ki energy attributes, while the Primal will have a higher energy regen attribute.
This is pretty much standard for the entire character creator. Red sections of the attribute bar will tell you that an attribute will decrease after applying the change while green sections will tell you that an attribute will increase. It's important that you keep a close eye on all of this, as your class selection should (theoretically) mesh somewhat with your attribute allocation.
The Breed Selection Phase
The Breed selection phase is where your character creation will begin. In Biomutant, you have 6 different breeds to choose from, all with their own strengths and weaknesses which will only affect secondary attributes. This is similar to the system that games like "The Elder Scrolls: Skyrim" employ, such as the Nord's increase to Two-Handed weapons and the Redguard's increase to One-Handed weapons.
It's important to remember that you won't be locked out of using any weapon, armor, or skill based on Breed or class selection. All of the selections made from here on out will only affect your statistics, environmental resistances, and perks.
Primal
The Primal is described as the nimble breed by the game. With an elevated critical chance and energy regen, this breed excels at ranged combat naturally. Its increased energy regen allows for more dodging, parrying, and psi-power/mutation use. Melee attacks at the early game can be a problem for the Primal, but it's not near as much of a problem as the lack of health and armor that the Primal starts with.
Early Game Tactics: Focus on your ranged weapon to start out. Your gun shoots much faster than you'll be able to swing any melee weapon. This coupled with your increased critical chance means that you will be able to stack up a lot more damage by shooting and dodging than any type of melee striking strategy. Try to upgrade armor as quickly as possible, and prioritize vitality, health, and armor.
Dumdon
The Dumdon is the natural melee DPS specialist. Its health and armor are higher than average, and its starting melee damage is the highest of all breeds before mutations. Where it's really strong in the melee combat aspect of the game, it really falls behind with the power and energy regen attributes.
Early Game Tactics: Melee. Melee. Melee. Figure out which melee weapon you want to use and unlock all of the combo skills as soon as you can. While it can be helpful to prioritize intellect in the early game, the Dumdon really has one of the best starting base starting attribute boosts, so it's entirely possible to build upon what the game gives you to start out with.
Rex
You can look at the Rex as the tank, but that would be an oversimplification of the diversity of this breed. The Rex's only real negative is its lack of melee damage, but its massive health pool really renders this to be not much of a problem, as it will be able to outlast most mobs easily. The Rex also has a massive Ki Energy pool, so casting shouldn't be a problem with this Breed, either.
Early Game Tactics: Prioritize your weapon and its related skills. If you're planning on being a melee tank, increase your strength to an acceptable level. If you're planning on using a ranged weapon, boost your luck and critical chance. Armor isn't as important to the Rex as it is to other Breeds, but don't spend too long in your starting class armor.
Hyla
The Hyla is another tanky Breed. Its health is about on par with the Rex, but it has more armor and melee damage. Where it really falls behind is in the intellect attribute group. The Hyla has one of the lowest energy pools and slowest regen rates of all of the breeds.
Early Game Tactics: The strategy will be about the same as the Rex, except I suggest spending about 20 points on the intellect attribute in order to get the energy pool on par with the other Breeds. Definitely prioritize weapon skills and loadouts afterwards.
Fip
The Fip is the genius of the breeds. While the intellect based attributes are exponentially higher than any other breed, the Fip is also the squishiest Breed and has the lowest starting health pool in the game.
Early Game Tactics: Prioritize increasing your health pool, whether that be by increasing vitality upon leveling up or accumulating armor that boosts your health pool. Unlock as many mutations as possible, as this will be key to the Fip's success.
Murgel
The Murgel is a very unique Breed with increased barter, critical chance, and loot chance. Its other secondary attributes are around average. This really leaves the Murgel character plenty of options in terms of building a character and allocating stat points.
Early Game Tactics: There's really no bad way to play a Murgel. Regardless of your combat focus or style, it's imperative that the Murgel is constantly exploring, looting, and interacting with NPCs. Its increased critical chance will make guns more effective, but building a melee Murgel won't put the character at a detriment at any point in the game.
Final Thoughts on BreedsWhile it's important to keep in mind what your particular breed excels at throughout the course of the character creation process and the rest of the game, you're not going to force yourself into a static gameplay style based solely on Breed selection alone. While your secondary attributes are important to the overall way that the game will play out for you, there's nothing stopping you from correcting issues with your breed either later on in the character creation process or deeper into the game once you start accumulating points from leveling up.
The Mutation Phase
The Mutation Wheel, Bonded Attributes, and Primary Attribute AllocationThis is, hands down, the most important phase of the character creation process, and it can be the most confusing if you don't know what you're looking at. Furthermore, a mistake at this phase can render an "Extreme" difficulty playthrough (or a "Hardcore" playthrough, when and if we get one) unpassable. For example, let's say you're building a Fip Caster, and, during the mutation phase, you decide to crank all of your mutation points into the intelligence stat. Your Fip's casts will be dangerous and will cause lots of damage, but your character will also be a glass cannon, regularly getting "one shotted" by enemies in the early game.
This should be the ultimate goal of this mutation phase: To get as close to killing ads with one combo without putting yourself at a one shot detriment. First, I'll go over all of the different elements of the mutation phase before showing you what I think is the most efficient way to allocate attribute points.
The Mutation Wheel and Bonded Attributes In order to more efficiently allocate points into your primary attributes, it's important to understand how this mutation wheel works. With it being circular, you're not going to have the opportunity to fine tune these figures, as attributes that are on opposite sides of the wheel have a polar effect on each other, meaning that increasing one or more attributes requires taking points away from other attributes. What makes this character editor unique is in the fact that the polar relationships between attributes are static. This creates pairs of attributes that naturally work well with each other while decreasing other attributes at the same time. Below is a list of all possible major attribute combinations.
While this can be a confusing concept to wrap your head around at first, once you start playing with the mutation wheel more intently, you'll start to understand the relationships between the attributes. For example, you'll never be able to create a character with high vitality and intelligence in the early game. This is something that is possible to do later on in the game, but its really dissuaded against early on in the game.
Primary Attribute AllocationEach character will have 140 points that will be automatically allocated to your primary attributes based on the position of the needle inside of the mutation wheel. I strongly suggest ensuring that the figures for your attributes on the right match your desired outcome, as I've seen too many streamers that just move the needle towards the attribute that they want to focus on and continue on into their playthrough. One of the best ways to fine tune this mutation wheel is to think of it like a pizza. At each slice, there is either a primary attribute or a point perfectly centered between two primary attributes.
Knowing where these points are will help you to fine tune your attribute loadout. This is important for two reasons: First, you'll have a gameplan for spending points upon leveling up, but most importantly, this will give you key information as to what your early game strengths and weaknesses are. This will also assist you in choosing a class at the end of the character creation process, as it makes the early game exponentially easier whenever you select a Breed, attribute loadout, and class that synergize really well together.
Examples of Efficient Attribute Allocation
In this first example, you can see I have the needle moved closer to agility than any other attribute, while it's positioned relatively closely to the strength attribute as well. This gives final attribute totals of:
Vitality: 20
Strength: 35
Intellect: 20
Agility: 45
Charisma: 20
In this next example, I have the needle almost perfectly positioned between strength and vitality, but it's just slightly teetered over to the strength side. This give final attribute totals of:
Vitality: 38
Strength: 42
Intellect: 20
Agility: 20
Charisma: 20
Some AdviceSo, take this advice with a grain of salt. For reference, I don't really enjoy min/maxing in an ARPG like this. I just don't personally find it entertaining. That's not to say that I have any bad sentiment towards min/maxers, but if you are one of these types of players, this advice really isn't for you, as this advice is for those players that want to make the most efficient builds for survival in the "Extreme" (and hopefully later, the "Hardcore") game mode.
A good figure for your tertiary attributes (the three lowest attributes) is between 20-25. Any higher and you risk taking away from your strengths to the point that the early game damage is exceptionally weak. Any lower and you risk glaring out your weaknesses to the point that your character feels unusable until the first few level-up instances.
Build something that you enjoy looking at. Moving the needle all the way over to certain attributes can really accentuate some weird features on the mutant's head, and this can make your gameplay experience less enjoyable, as you're having to look at some weird, disfigured rodent for your entire playthrough. It is possible to change your appearance later on in the game, but this comes later on into the game.
Don't be afraid to come back to this screen after you decide on a class. You may decide halfway through the character creation process that you want to build a tanky Sentinel. In this case, you would probably want to return to this screen to ensure that your Vitality, health, and armor are at efficient levels.
HAVE FUN!!! A lot of people forget about this whenever they play any type of RPG. Remember, there's no wrong way to play, and if you want to build a Psi-Freak Squirrel, that's your prerogative, and you should absolutely do whatever you think will bring you the most enjoyment.
The Resistances Phase
In my opinion, this is one of the least important steps of the character creation process, as each resistance type has its own particular piece of armor that will completely negate that elemental hazard. In order to activate the side quest for these pieces of armor, you simply have to make contact with this particular hazard. For example, when you first encounter a Biohazard Zone, your character will throw up and you will get the quest to fetch the armor.
The 4 modifiable resistances are:
Heat
Cold
Biohazard
Radioactivity
These are all self-explanatory and are pretty much the same for every video game in which resistances make an appearance, so I'm not going to waste too much of my time giving out a long, drawn-out explanation of what these resistances types entail.
Commenter's AdviceOriginally posted by Kerrovitarr:For resists: i strongly recommend to max bio resist at char creation. This will help to explore bio-nucleus zones earlier and gather more bio-points. Pick shrooms (and radio wisps if you're want to play mage) and then all gathered points use to max-out your resistances.
The Vanity Phase
This section has even less bearing on the game than the resistances, but it's possible to spend a great amount of time in these screens playing with color and pattern combinations. There's really nothing I can show you that you won't gain from diving in and playing with the editor yourself.
First, you will modify your character's fur style.
Next, you will choose your character's primary fur color.
Finally, you'll select your character's secondary fur color.
There are thousands of combinations for each Breed, so take your time and have fun!
The Class Phase (Pt. I)
Finally, we have the phase where you select your class. If you followed my guide up to this point, this should be one of the easier things to select, as we've been leading up to this point from the beginning. Each class will have a different perk set with the first perk (in some instances a second, weapon-based perk) being unlocked.
Mercenary
The Mercenary class is a pre-order/DLC class that specializes in melee attacks. The Mercenary's second perk gives increased energy regen, with the rest being focused on melee specific combat. The Mercenary begins the game with the ability to dual wield.
NameEffectCostFuryMelee weapon attacks inflict 10% more damage to the target.MegamindKi Energy Regen is increased by 20%.1ReflexesWeapon based ranged attacks from enemies have a 10% chance to miss you completely.2InvincibilityYour armor and damage from melee attacks is increased by 20% when you're at full health.2(Lv7)BrutalityCritical damage from melee attacks is increased 10%.2(Lv15)
Dead-Eye
The Dead-Eye starts out with the most overpowered perk in the game, perfect reload. This perk allows you to reload your ranged weapon instantly, as long as you reload it before the last shot has been fired, and grants the reloaded magazine +20% damage. For this reason, the Dead-Eye is the most efficient ranged damage dealer in the game.
NameEffectCostCrackshotNon-automatic rifles inflict 20% more damage.1QuickloadThe reload time for ranged weapons is reduced by 25%.1SniperNon-automatic rifles have a 10% critical chance bonus.2GunslingerDual wileded guns have 20% increased rate of fire.2SharpshooterTwo-handed guns inflict double damage.3(Lv15)
Commando
The Commando is another ranged damage dealer, but where the Dead-Eye excels with dual wielded guns and other smaller ranged weapons, the Commando has a focus on the heavier guns, such as shotguns and automatic rifles. The commando gets stronger the lower their health gets, and this is a key mechanic for the Commando around the mid-game.
NameEffectCostFuryRanged weapon attacks inflict 10% more damage to the target.StimulusYour armor and damage from melee attacks is increased by 20% when your health drops below 20%.1AdrenalineYour attack speed with melee weapons is increased by 10% when your health drops below 20%.1ShockShotgun hits have a 5% chance to stun a small enemy, per hit inflicted.2(Lv7)BrutalityCritical damage from ranged attacks is increased by 10%.2(Lv15)
The Class Phase (Pt. II)
Psi-Freak
The Psi-Freak is the classic "Caster" or "Mage" class. This class will start the game with the "Spark Ball" ability, a powerful ability which will make the early game more manageable for the player.
NameEffectCostMegamindYour Ki-Energy Regen is increased by 20%.NocturnalYou have +10 Intellect at night.1Mind MeltPower damage ability attacks have a 10% chance to inflict a critical hit.1Psi SpikesPower damage attacks inflict 10% more damage to the target.2(Lv7)Brain DrainAttacks that inflict power damage regenerate your health by 20%.2(Lv15)
Saboteur
The Saboteur is the classic "Rogue" or "Assassin" of the game. This is another class that starts the game with Twin Silver Grip already unlocked, and most of the perks are Agility based dodge perks.
NameEffectCostHypergeneticYour dodge energy cost is reduced by 20%.ReflexesWeapon based ranged attacks from enemies have a 10% chance to miss you completely.1AgileYour dodge distance is increased by 20%.1Moving TargetYour basic movement speed is increased by 5%.2(Lv7)EvasiveYour armor is increased by 20% while dodging and/or in the air.2(Lv15)
Sentinel
The Sentinel is the Tank of Biomutant, and is the only mutant with a Crush weapon upon starting the game. Most of the Sentinel's perks will be centered around increasing the player's health and armor. (As a sidenote, the Sentinel's perks are perfectly suited for a "hardcore" mode)
NameEffectCostToughnessYour base amor is increased by 10%.MedicHealth regen from items and in general is increased by 10%.1RicochetAn enemy's weapon ranged attack has a 10% chance to ricochet back and damage the attacker.2(LV7)InvincibilityYour armor and damage from melee attacks is increased by 20% when you're at full health.2(Lv7)KnockDodging into a smaller enemy makes them stumble and fall.3(Lv15)
Builds
IntroductionHere, I'll post as many of the community's builds as I can find, along with posting my own builds as I play through the game.
Fextralife Psi-Freak Buildhttps://www.youtube.com/watch?v=y6O3ZfJ_CXQ
Fextralife Dead-Eye Rifleman Buildhttps://www.youtube.com/watch?v=AGeJBoweG9I
Fextralife Giga Chad Buildhttps://www.youtube.com/watch?v=IaX5SKfi2nw
Conclusion & Changelog
Some Final ThoughtsNo matter how you decide to build your character, the most important facet of the entire process is that you're going to be happy playing with that character for 20+ hours. Ultimately, this game is about you and how you decide to play it. Worry a lot less about how your character is performing and more about absorbing the game and its atmosphere. In modern times, we're too concerned with the competitive nature of the video game, from DotA, to LoL, to games like Fortnite and Warzone, the thrill comes from competing and winning, and not the enjoyment of what the game is offering you, whether that be breathtaking graphics, a compelling story, or characters that you will grow to love. Biomutant has all of this, and it's really a throwback to old-school, story immersive ARPGs like Ocarina of Time and Secret of Mana.
I hope you all enjoyed this guide as much as I enjoyed making it.
Changelog06/03/2021- Published guide
06/07/2021- Updated "Commenter's Advice" section and edited some issues with spelling
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2505553429
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