Chernobylite Complete Edition

Chernobylite Complete Edition

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Equipment Stats and Ideal Companion Loadouts
Af pancakemix
This guide includes all the companion equipment stats for each weapon and armor, as well as the best weapon and armor combination for each companion. Spoilers for available equipment and companions, obviously.
   
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Equipment Stats
These are the stats for weapons and armor when used by companions. These stats have no relation or bearing to the item's actual stats when used by the player, such as "Damage" or "Stability".

Weapons stats are improved by modifications. Which modifications doesn't matter, i.e. a scope provides the same stat improvement that an extended magazine does. The only thing that matters is the number of modifications a weapon has, with 5 modifications, one for each slot, being the max. So when modifying weapons to get better stats for companions, just get whatever you can afford/what is most resource efficient. Note that when a modification is crafted, it is permanently unlocked and available for all other weapons of the same type for free. So if you modify one revolver to have a red dot sight, you can give all other revolvers that mod at no extra charge.

Also note that the weapon stats listed here are all fully upgraded, except for the Molecular Plasma Thrower, which cannot be modified. I could get the unupgraded stats, if people really cared to know.

Weapons
Resistance
Combat
Artifice
Perception
Intelligence
Stat Total
Revolver
0
2
0
2
2
6
Shotgun
0
2
4
0
0
6
AK47
0
2
0
4
0
6
Crossbow
0
2
2
2
0
6
Molecular Plasma Thrower
0
4
0
0
2
6
Railgun
0
3
1
2
2
8

Armor
Resistance
Combat
Artifice
Perception
Intelligence
Stat Total
Primitive Armor
1
1
0
0
0
2
Camouflage
0
0
2
0
0
2
Tactical Armor
2
0
1
0
0
3
Heavy Armor
3
1
-1
0
0
3
Force Field Generator
4
0
0
1
0
5
Disruptor Field Generator
1
0
2
0
2
5
Companion Base Stats
These are the base stats of each companion, that is, before equipment bonuses are applied. These stats determine the chance of success when sent on missions. Which stats are important for which missions isn't clear but the higher the stats, the better. They range from 0 to 10 (though no companion has any stats lower than 3). Boosting stats past 10 provides no benefit and is just a waste of bonus stats.

Companion
Resistance
Combat
Artifice
Perception
Intelligence
Stat Total
Olivier
8
8
3
6
5
30
Sashko
4
4
7
8
7
30
Mikhail
9
5
6
5
3
28
Olga
6
7
4
5
8
30
Tarakan
8
3
6
4
9
30
Ideal Companion Loadouts
These are the weapons and armor combinations that maximize your companion's stats. It isn't possible to get 10 in each stat. There is some bonus stat waste in a few cases, but other combinations that don't waste any stats have less bonus stats over all.

The Railgun (Rg) is ideal for all companions. Tarakan can sub in a Crossbow (Cb) or an AK47 (AK). Disruptor Field Generator (DFG) is suitable for all companions except Olga, but in the case of Sashko and Tarakan, can be subbed in for a Force Field Generator (FFG). Tarakan can also use Tactical Armor (TA) and still reach his maximum potential.

Again, stats shown are with fully modified weapons.

Companion
Resistance
Combat
Artifice
Perception
Intelligence
Stat Total
Olivier Rg/DFG
9
10
6
8
9
42
Sashko
-Rg/DFG
5
7
10
10
10
42
-Rg/FFG
8
7
8
10
9
42
Mikhail Rg/DFG
10
8
9
7
7
41
Olga Rg/FFG
10
10
5
8
10
43
Tarakan
-Rg/DFG
9
6
9
6
10
40
-Rg/FFG
10
6
7
7
10
40
-Rg/TA
10
6
8
6
10
40
-Crossbow/DFG
9
5
10
6
10
40
-AK/DFG
9
5
8
8
10
40
2 kommentarer
pancakemix  [ophavsmand] 2. juli kl. 17:42 
Thank you, @Redleg, for bringing this error to my attention. The stats are correct for Olga, but are for Railgun + Force Field Generator not the Disruptor Field Generator. So it should be Rg/FFG, not Rg/DFG. Not sure how that happened, but it's fixed now.
Redleg 2. juli kl. 13:24 
Great Guide. I did find one error.

Stats for Olga Rg/DFG should be
7 10 7 7 10 41