Well, I took another approach to the mine and I'm slowly muddled forward. Basically, I'm getting close enough to an enemy to be in range with my pistol, taking a few pot shots, and then kiting it back while the team whacks it down. However, their gear is taking a beating on ore golems. Every hit does damage to their weapons. If we even make it to the end of the mine, we're going to have to re-gear/repair everything. But, we didn't make it to the end of the mine. A kite summoned some kind of flaming ore golem thing and it obliterated my party.
This is about the point where someone would probably just ragequit the game, but honestly, I can only blame myself. I did not plan well enough, or gear up well enough. I have a tech dwarf with no tech skills except to build flashlights and charged rings. All this stat dumping into Charisma (I'm at 20 already) has made me useless at pretty much anything else. Part of me is kinda miffed that they make tech characters so much more challenging in this game than magic characters. Then again, I think it's clever they did this because it's like you have easy mode and hard mode.
Here are my takeaways.
I can get away with less Charisma. I don't need six followers. Frankly, Jayna is weaksauce and I can get 90% of her value from just leaving her parked in Dernholm and then recruiting her when I need someone to make healing salves and elixirs of persuasion. Looking at her leveling scheme on the wiki, she'll boost melee and dodge, but she'll always have low Strength and actually wastes points on beauty? Why? Sogg is solid. Magnus is not terrible, but also rather redundant. He has smithy and mechanics, but I'll probably want to max both to build an automaton army. And yes, I'm going to build an army. I should let him keep his fancy gauntlets, though. I can boost my Dex with CP, but he never will. Also, he's voiced and adds something to the story. Gar is solid, even with his armor restrictions, but I'm sure there's better out there. I wouldn't mind a second Sogg. Charisma 12 is probably my sweet spot. It lets me get to Persuasion 3 and have 4 followers with the Persuasion training.
Firearms aren't terrible, but they aren't any better than throwing until later. I should have started with Throwing and then maybe head to Firearms later, but this would require Dexterity (which isn't bad, it's just more CP). I can get +6 Dex from two charged rings and Magnus' gauntlets, if a Dwarf. So, base six would get me to level 3 throwing.
I don't think there's a non-cheese way to boost intelligence and I'll need 19 to make automatons. If I'm a Dwarf, I can get away with 12 PE for Firearms (+3 from the Goggled Helmet) to get to 15. With the dwarf tech bonus, I can get Firearms Mastery.
For skills, it's probably just Throwing, Persuasion, and Firearms. For tech, it's definitely Electric 2, Explosives 5, and Mechanics/Smithy 7. It might even be worth going Chemistry 2 (Charges) and Electric 7 (Tesla Rod). However, I would need three extra points of Strength for the Tesla Gun. Alternatively, I can go Chemistry 7 for the Tranquilizer Gun.
Is Miracle Operation (IN +3 / CH +3 / PE +5 / ST -3 / DX -3 / CN -5) the way to go? It's giving me 11 points I'm going to need anyway, but I'm going to have to replace that ST and DX, so I'm only netting 6. Plus that DX penalty is going to keep me out of Throwing to start. There's also Sickly (IN +6 / ST -2 / CN -4 / DX -1), but that's only a net gain of 3 and the extra IN can wait. Beat with an Ugly Stick is (BE -6 / ST +2 / DX +2 / Melee +1 / Dodge +1 / Bow +1 / Throwing +1) which makes it easier to get throwing expert and some DX. the ST would only be useful if I'm going for the Tesla Gun. The BE penalty is going to tank my shop prices (i.e. income), though.
A Dwarf has base (ST 9 CN 9 DX 7 BE 8 IN 8 WP 8 PE 8 CH 7)
Beat With an Ugly Stick would put him at (ST 11 CN 9 DX 9 BE 2 IN 8 WP 8 PE 8 CH 7), needing +11 IN, +7 PE, +5 CH and possibly something to mitigate the BE penalty for 23+ CP
Miracle Operation would put him at (ST 6 CN 4 DX 4 BE 8 IN 11 WP 8 PE 13 CH 10), so I'd need +2 ST, +8 IN, and +2 CH for 12 CP, and maybe another 3 ST for the Tesla Gun.
Miracle Operation is the clear winner. I can't put anything in Throwing to start, unless I also boost DX. It's looking like Persuasion +2, Electric 2, and DX+1 with my starting CP. If I can drum up a couple of Charged Rings, I can start putting points into Throwing, and then Explosives.
I need a new concept for this character, though. It can be pretty much the same story, except for the sharpshooter bit. Instead, Tiernon Thunderstruck was cut out for management (Persuasion +2) and planning to get into the clan's business (Electrical +2) when his illness bankrupted them. Now, he's hustling (+1 DX) out in the world to drum up new opportunities to restore his clan. Yeah, that tracks.
