What perk do you always take in a fresh new save?

3 Points Light Armor (Rank 2)
(Increases drop rates for Armored Up magazines).

1 Point in Lockpicking.
(Increases drop rates for Forge Ahead & The Great Heist book series.
IMPORTANT!!! *Stop reading Forge Ahead's after 10 of them to be safe.
It caps out at 12 magazines).

Then 1 more rank in Light Armor [Cost-2pts] at level 3.
I usually have Legendary Armor unlocked by day 10.
Save your Armored Up magazines until you get Photographic Memory - after reading 10 to unlock level 6 primitive.
 
1 Point in Lockpicking.
(Increases drop rates for Forge Ahead & The Great Heist book series.
IMPORTANT!!! *Stop reading Forge Ahead's after 10 of them to be safe.
It caps out at 12 magazines).
I do not believe lockpicking helps the forge ahead mags anymore. I know it used to. But i have not checked the xml files either.
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but my 4. Cardio, miner 69r, melee weapon of choice, and stat i'm picking the weapon in.
 
Going for armor books is prolly the optimal play, much like @Rooster Gold there describes ... but boy, if I ever need to do another magazine grind ... /sigh.

So, I don't. The other optimum is combat focused, something like:
3/10 attrib, 2/5 weapon. Optimally sledge, but might use something else.
Maybe some utilities (Miner69er, 1-3 points)
Into 5/10 attrib, 3/5 weapon.
Maybe some cheap utilities (Pack Mule, Parkour, Siphoning Strikes)
Into 10/10, 5/5 weapon + weapon extra + mastery.

(Agi takes full pistols early, other trees might take a couple gun points, but usually not.)
 
I do not believe lockpicking helps the forge ahead mags anymore. I know it used to. But i have not checked the xml files either.
It does but only to 12 not 15 like it used to

progression.xml
<!-- *** LOCK_PICKING -->
<!-- Increase the chance to find workstation crafting skill magazines with each perk rank up to crafting skill 12 -->
<passive_effect name="LootProb" operation="perc_add" level="1,3" value="2,10" tags="workstationCSM">
<requirement name="ProgressionLevel" progression_name="craftingWorkstations" operation="LT" value="12"/>
</passive_effect>

<!-- Once workstation crafting skill reaches 12, set the probability bonus of finding workstation crafting skill magazines to 0 -->
<passive_effect name="LootProb" operation="base_set" level="1,3" value="1,1" tags="workstationCSM">
<requirement name="ProgressionLevel" progression_name="craftingWorkstations" operation="GTE" value="12"/>
</passive_effect>

<!-- Increase the chance to find The Great Heist books until each book is read -->
<passive_effect name="LootProb" operation="perc_add" level="1,3" value="2,10" tags="greatHeistProb">
<requirement name="ProgressionLevel" progression_name="perkGreatHeistComplete" operation="LT" value="1"/>
</passive_effect>

<!-- When all The Great Heist books have been read, set the probability bonus of finding them to 0 -->
<passive_effect name="LootProb" operation="perc_add" level="1,3" value="1,1" tags="greatHeistProb">
<requirement name="ProgressionLevel" progression_name="perkGreatHeistComplete" operation="Equals" value="1"/>
</passive_effect>
 
Well my first 4 points will ALWAYS go straight into whatever tree I want to focus on. After that, I usually pump 1-2 more points in the same tree but eventually I will throw a point in LOTL, Agility (if I haven't already) for eventual Parkour (I always need to jump higher), or Intellect (again, if not already) for eventual Physician (love those sprain/broken limb insta-heals), those last 3 in no particular order.
 
QOTW: Every week I want to ask the community a question about 7 Days to Die. What perk do you always take in a fresh new save?

I start with +2 STR and +2 Clubs. That is generally sufficient for me to melee with enough stamina for a while. The bow doesn't really use stamina unless I hold an aim for a long time. Next, I'll sink a point into Medium armor to get those magazines flowing. After that, a rank of cooking. Then I can start thinking about stealth, archery, run and gun, and some other things.
 
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