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Here I go again :3
Some stuff is the same, others entirely reworked from the ground up. Hopefully it makes sense enough to follow.
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Circuits

Spoiler

- Left -
[Stat Surge] - Buffs both hardy, gastrogain, and processing circuits.
Hardy - Grants some flat damage reduction, half before and half after armour.
Gastrogain - More health/sanity from food.
Processing - Insanity auras are weaker.
[Triple the Presence] - Buffs illumination, chorusbox, and beanbooster circuits.
Illumination - Very slightly increased light range. Reveals nearby hiding threats, and de-stealths Rictus.
Chorusbox - Slowly puts nearby mobs to sleep.
Beanbooster - Increases loyalty time, armour, and courage of followers.
[Channeling] - Unplugging circuits loses 1 less charge. Non-passive power sources grant increased charge, including getting hit by electric attacks. Very slightly increased charge rate while standing in an electric fence.
- Right -
[Elemental Power] - Buffs refridgerant, thermal, and electrocution circuits.
Refridgerant - Slightly increased cold emitted. When falling below 60% HP, enters an immobile 'ice shield' state. This shield absorbs a lot of damage (more with 2) and slightly increases mob aggro priority, not using worn armour, but electro circuits still work. Rapidly trying to move cancels the shield early. Has a cooldown of a few minutes, and needing to go above 60% HP again.
Thermal - Slightly increased heat emitted. When falling below 60% HP, enters an 'overclock' state, increasing heat generation (up to a star with 2 circuits), attack speed, and movement speed, but also increasing hunger drain and damage taken. Wears off after not attacking for a bit or being frozen, then needing time and health regained to trigger it again.
Electrocution - Deals a bit of planar damage if hit taken was planar. Deals bonus damage depending on the strenght of the hit taken, especially at low/no armour.
[Night Hunter] - Buffs optoelectronic and speed circuits.
Optoelectronic - Inspecting a mob allows you to 'mark' them, making them both take more damage from all sources and be visible in the dark (for others). Has a small cooldown between switching targets. Makes W.A.R.B.I.S. gear sync up with the target.
Speed - Grants a very small amount of additional speed if you're continuously moving for a few seconds.
[Additional Intel] - Unlocks four more circuits to scan and make, and a few additional scan targets, including survivors, for existing circuits.

Spoiler

Hardy 1.0 - Mighty Wolfgang, Wigfrid, Mosquitos
Hardy 2.0 - Toadstool
Gastrogain 1.0 - Warly, Wurt (merm king active)
Gastrogain 2.0 - Great Depths Worm
Processing 1.0 - Wickerbottom, Maxwell, Abigail
Processing 2.0 - Fused Shadelings, Shadow Rook/Bishop/Knight, Shadow Merm
Acceleration - Gobbler, Rider Beefalo
Super-Acceleration - Ancient Sentrypede
Thermal - Klaus' Gem Deer (Red), Lavae, Koalefants, Saladmanders (Ripe)
Refridgerant - Klaus' Gem Deer (Blue), Frostjaw, Permafrost Pengulls, Possessed Varg, Crystal Deerclops

Armoured Shell Circuit - "Handle any threat with ease." - "SHOW ME WHAT YOU GOT"
Scan: Rock Lobster, Scrappy Werepig, Armoured Bearger
Requires 3 pins. Needs a Super-Hardy Circuit and a marble suit to craft.
Grants 35%/70% armour.

Shock-Shot Circuit - "Taze anyone that looks at you sideways!" - "NOWHERE IS SAFE FROM MY WRATH"
Scan: Any Bishop, Houndius Shootius
Requires 2 pins. Needs an Electrocution circuit and a purple gem to craft.
While unarmed, attacking anything out of immediate melee range shoots a blast of electricity dealing 80/160/240 electric damage, shock-stunning the mob, but costs 1 charge per shot. Attack speed slightly slower than a beefalo's, mostly windup.

Camoflauge Circuit - "Hiding is a mental game." - "FLESHSACKS WON'T SEE IT COMING"
Scan: Treeguard, Wandering Trader (least data), Stagehand (only starts scanning when legs revealed)
Requires 3 pins and a bush hat to craft. Decreases aggro range/priority of mobs. Standing still for a few seconds triggers the bush hat effect. Two circuits makes mobs not aggro unless attacked first and halves "herd instinct" range.

Lucky Circuit - "Machine Luck? Robotic Skill? Shadow magic?" - "CHANCE OF SUCCESS: 150%"
Scan: JIMBO (low bio data) or the Rabbit King (either form, peaceful gives more bio data)
Requires 2 pins and the rabbit king cudgel to craft. Increases drops of mobs. WX-78 needs to deal damage to the mob within 5 seconds before death to apply.
All bees, bunnymen/beardlords, rabbits/beardlings, damaged clockwork, crustashines, ocean fish, spiders, frogs, all hounds and varg(lets), merms, moleworms, mosquitos, mactusk (no 2nd tam), all pengulls, powder monkeys (no 2nd trinket), saladmanders, slurpers, splumonkey, rockjaw - 33%/66%/100% chance of rolling the drop pool a second time
Batilisks - 33%/66%/100% chance of giving two wings
Beefalo, volt goats - 50%/100%/150% more meat. 50%/100%/150% horn chance
Birds - 50%/100% chance of giving both drops. 3 circuits gives 50% chance of double feathers
Clockwork - 33%/66%/100% chance of an extra gear
Deadly brightshade - 33%/66%/100% chance of an extra leafy meat and husk
Depths worm - 33%/66%/100% more monster meat. 10% chance of a second glow berry
Dragonfly - 50%/100%/150% more meat. 33%/66%/100% chance to give 2 gems of each colour and an additional scale
Ewecus - 33%/66%/100% more steel wool and meat
Grass gekkos, grass gators - 50%/100%/150% more meat. 33%/66%/100% chance of a grass tuft
Koalefants - 50%/100%/150% more meat. 5% chance of a second trunk
Krampus - 50%/100%/150% more meat and charcoal. 3%/6%/9% chance of a krampus sack
Lunar Rift bosses, inimical gestalts - 50%/100%/150% more pure brilliance
Nightmare creatures, ickers, shadow bishop/knight/rook - 50%/100%/150% more nightmare fuel
Shadow Rift enemies - 33%/66%/100% chance of extra pure horror and tatters
Tallbirds - 50%/100%/150% more meat. 10% chance of a tallbird egg from adults
Treeguards - 50%/100%/150% more living logs, 1/2/3 extra monster meat
Unmentioned giants - 50%/100%/150% more meat, feathers, royal jelly, moon rock/glass, milky whites, gears, scrap, shroom skin. 50% chance each bp to give a duplicate rare blueprint (for sharing with others)
Anything bigger than a spider that'd logically have bones (including players) - 33%/66%/100% chance of bone shards
With 3 circuits:
Celestial Champion drops 2 enlightened shards. Celestial Scion drops 7 jewels. Ancient Fuelweaver drops 10 fossils.

Lock - Learn 3 circuit skills.
[Deathlock] - Death doesn't unplug circuits, instead sticking in and most buffing your ghost form, with decreased potency. Charged and horror circuits lack their unique effects.
[Passive Maintenance] - Learn to craft a pouch for your circuits and bio data/scrap. Has 8 slots for circuits and one for data/scrap. If circuits are damaged, will slowly consume data/scrap to repair them over time, with scrap being more efficient and faster.
[Quick Swapper] - Unlock the quick swapper, in which you can plug circuits to then hotswap your entire loadout at a minor charge cost and long cooldown. Can plug in a gem to slightly decrease cooldown, and for colour coordination.
[Circuit Splicing] - Unlock the Splice-O-Matic, allowing you to merge circuits into more efficient ones, some having additional effects. (Idea by fabin) - https://forums.kleientertainment.com/forums/topic/164576-an-idea-for-part-of-wxs-skilltree-circuit-merging/

 

Upgrades

Spoiler

[All-Terrain Stompers] - Less slowed down by webbing, honey, and sinkholes. Less likely to slip on ice.
[Anything Goes] - Able to eat certain raw (birchnuts, uncracked stone fruit, slurper pelts, pig skin) and mechanical components (doodads, scrap, wires) for a fraction of the stats. Stat penalties from foods slightly decreased.
[Mechanic] - Able to use the Auto-Mat-O-Chanic to heal self, for 60 HP + 20 HP over time. Repairing W.A.R.B.I.S. gear or W.O.B.O.T. grants them bonus durability (going above 100%).
[Global Scan] - If the Bio Scanalyzer is deployed with no valid targets nearby, points towards the closest unlearnt scan target in the world. If all learnt, points towards closest valid/visible target that hasn't been scanned recently.
[Combat Drone Mk I] - Bio Scanalyzer will now scan all giants, debuffing their attack damage and animation speeds by a bit. If the giant is also a valid circuit scan, Jimmy will start blinking red once enough time has passed for the recipe/data.
- Bottom Half -
[Automation 1 & 2] - Repeatedly doing the same picking/rowing/crafting/cooking action boosts its speed for a bit.
[Lunar Chainsaw] - Learn to use the moon glass saw blade to make a hand-held chainsaw, which attacks/chops twice as fast, but drains hunger to use. Loses less durability against shadows.
[Planar Blade] - Infuse the chainsaw with a spark ark, giving it planar damage, boosted durability, and the ability to be repaired with the brightshade repair kit.
[Robotic Extraction] - Gain 1 extra resource from all minerals (depends on what the rock specializes in) and glass mined, including rift stones.
[Mechanical Menace] - Buffs the potency of all metal/mechanical items made/used by WX. Fridges built are a bit more effective, insulated pack has 2 extra slots, scrap walls are built a tier higher, horizon expandinator loses durability slower, armour has 5% extra protection (additive) and a little extra durability, weather pains don't lose durability once every few uses, morning stars have increased durability and a very small amount of planar damage, W.A.R.B.I.S. gear tracks faster and is a bit forgiving with losing sync.

Affinity

Spoiler

Lock - Learn 10 skills

Lock - Defeat the Ancient Fuelweaver
[Dreadstone Extractors] - Learn to make the dreadtongs, which can be refueled with nightmare fuel to keep non-lunar circuits undamaged when extracted. Can also choose to remove circuits on your shadow circuit board. At 0%, is identical to the regular circuit extractor.
Lock - Have no Lunar Affinity (besides Lunacy Circuit)
[Shadow Circuits] - Adds a shadow side to your circuit board. Can temporarily (3 extractions) infuse non-lunar circuits with pure horror, allowing you to plug them into your shadow side. Shadow circuits have reduced potency (halved, except optoelectronic, which inflicts nearsighedness while active), but can co-exist with regular circuits. Shadow circuits will also do nothing if the regular circuit board has the same type of circuit plugged in. Shadow side requires only half the total charge bar to function, and drains no charge for unplugging. Shadow circuits can be plugged into main board if no shadow board space, but grant no bonuses if doing so. Makes shadow-aligned mobs deal less damage to you, and shadow rift tools talk.
[Horror Monarch] - "SHADOW MINIONS ARE SUPERIOR TO FLESHY ONES" - Unlocks the Nightmare Circuit (no scan). Takes 4 pins and dark tatters to make. Makes you passively spawn friendly parasitic shadelings that follow and fight for you, but have a lifespan of half a day. They will sometimes latch onto giants, dealing continuous damage, but getting knocked off if the giant attacks enough. Spawn rate is higher the lower your sanity is, but slowest at max sanity or any enlightenment. Reduces WX's insanity threshold from 15% to 5% sanity. WX (even without circuit) and shadelings deal more damage to lunar-aligned mobs.

Lock - Defeat the Celestial Champion
[Portable Lunacy] - Unlocks the Lunacy Circuit. Takes 2 pins, a crown shard, and any lunar-infused mob scanned. Inflicts permanent enlightenment and makes gestalts not target you (unless wearing shadow gear).
Lock - Have no Shadow Affinity (besides dreadtongs)
[Super-Charged] - Temporarily (until you reach 0 charge while circuit is plugged in) infuse circuits with infused moon glass, greatly increasing their potency, but making them passively drain your charge while plugged in. More pins worth of infused circuits results in faster charge drain. Makes lunar-aligned mobs deal less damage to you.
[Moon-Powered] - "THE MOON'S POWER IS MINE ALONE" - Unlocks the Moon Circuit (no scan). Takes 4 pins and pure brilliance to make. Grants movement speed, light, planar defense, and stronger affinity damage bonuses depending on the phase of the moon. Fuller moon and areas of enlightenment (or lunacy circuit) grant stronger buffs, while new moon and caves grant the least. WX (even without circuit) deals more damage to shadow-aligned mobs.

 

  • Like 2
20 hours ago, DaZoul said:

where is the atom bomb

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build atom bomb. dwarf star range explosion when thrown, destroying everything and everyone in range. needs brightshade bombs, moongleams, and some scrap. unless you're fast, will probs kill you too
i dunno probs like 8k damage at max

Edited by Armonia
damage
  • Thanks 1
  • Shopcat 2

Bonus things I either forgot or thought of after posting.
[Additional Intel] - If there's another WX with all their (regular) slots devoted to one circuit, they can be scanned to get the recipe. This has a longer scanning cooldown and grants no bio data.
[Portable Lunacy] - The potency of the shard makes this circuit more durable, losing less durability per unplug.
[Channeling] + [Quick Swapper] - Hotswapping takes less charge, only 1 with a full board.
[Channeling] + [Mechanical Menace] - Using the morning star can sometimes make it arc to one additional target, including yourself and other WXs nearby (even without PvP). This grants them a unit of charge for free. Slightly higher chance to be targeted by this while wearing Warbis gear.
[Lunar Chainsaw] + [Mechanical Menace] - Maybe the blade could use a bit of scrap to make (I'd imagine it being "held" by replacing your hand entirely, and attacking by reaching out and making the blade spin), making it have more durability from mech buffs.
[Circuit Splicing] + [Shadow Circuits]/[Super-Charged] - Due to the complexity, might make it so spliced circuits can't be infused with either force.
[Additional Intel] + [Super-Charged] - Having any number of charged lucky circuits inserted gives a 5% chance to get a duplicate of a boss drop that usually only drops one (eyeball, bee crown, thick fur, shadow atrium, terraria gear, bone gear, nucleation fluid, stag antler)

17 hours ago, Edible Coal said:

so as the author, do you have any interesting build to recommend?
i would like to see how you pick your skills

Throughout the several iterations of this, I've never actually thought about what skills I would pick,,, there's some decent variety available, I'd think. So I made a few.

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Never beat Fuelweaver legit, so I'd probably go lunar. There's some synergy for going on the lunar questline, like abandoned junk items, which creates similar goals that Wigfrid/Wormwood have while not having to fight over sharing the same gear.

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For a more passive lifestyle, if you're not going boss rushing. Focused on exploration/gathering.

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And if you crave Violence. Parasites for non-aoe bosses, lunacy circuit for stronger insanity auras, thermal overclock and chainsaw for up-close shredding, Jimmy debuff with hardy shell or refridgerant for tanking, shock-shot circuits (with Winona's generators) and optoelectronic for a ranged/support role (by stunning/marking the target a lot), and lucky circuit to make combat a bit more worth it overall.

Edited by Armonia
lunacy circuit buff

I got a resurgence to reformat the skilltree (with a few bonus changes) so now it's a bit like Wortox's, with categories that provide bonuses for picking enough skills within them.
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You need six points in any of the three categories to receive a buff associated with the category. If you manage to get two categories triggered, there's a bonus little boost, too.
Starting circuit skills are ordered a bit differently, but the boosts the circuits receive are the same, except Gastrogain circuits now making rotten food restore a small bit of hunger.

Spear under Technique is a mere attack speed boost, so your animation's a bit faster (I don't know how it'd affect animation cancelling)
The locks in each category also need 3 points spent in said category to unlock, in addition to the usual No Other Affinity and Beat Big Boss. Technique's affinity choices are the shadow circuit board and lunar charged circuits.
The buff from 6 points in Technique is: if using a 'sharp' weapon, inflicts [Deep Wounds] on the target, which increases their damage taken from all sources, as well as slightly reducing movespeed.

Solar Efficiency only really loses one of the [Automation] perks, but I suppose the remaining one could be buffed a bit to compensate. Affinity perks are dreadtongs and moon circuit.
The buff from 6 points in Solar Efficiency is: while under direct sunlight (and for a few seconds after going in the shade) you get increased work efficiency and slightly reduced hunger drain.
With both Technique and Solar Efficiency active, your bonus perk is that Solar Efficiency now also works under the full moon.

[Additional Intel] gets its lucky circuit reworked around the new luck mechanic, and changed to take 3 slots. One gives a good bit of luck, and a second one (or overcharging first) rarely makes singular drops from mobs get doubled.
Additionally, there's a fifth circuit, the Double-Life Circuit. Requires scanning Klaus and needs a life giving amulet, but only takes 1 slot. While plugged in, in the case of death, it stays plugged in, and one can press a button (like effigy's) to consume it to revive themselves. Having more than one plugged in increases stats when revived, but only consumes one circuit per revive. At 3 or more, or two overcharged, you get revived with more than max stats (actual max stats are unaffected, they're kinda like temporary boosts) and it scales to be triple or more your base stats if enough overcharged circuits.
New skill in top right is [Knowledge is Power], which grants a small permanent sanity increase for every 20 recipes prototyped or 5 circuits learnt (including [Additional Intel]'s)
Affinity skills are shadow circuit and lunacy circuit.
The buff from 6 points in Mind Over Matter is: insanity auras are weaker when you're at high sanity, and creatures with less current health than triple your current sanity have their insanity auras completely nullified.
With both Technique and Mind Over Matter, [Deep Wounds] is stronger at high sanity.
With both Solar Efficiency and Mind Over Matter, you don't immediately starve at 0 hunger, but instead start losing sanity at double the rate. Reaching 0 sanity will cause a slightly stronger starvation effect.

Edited by Armonia

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