Aldranon Posted January 24, 2019 Share Posted January 24, 2019 As there is no real plot to the game yet, having a starter class makes good sense. Now if the game's plot turns out to support why the player is without any gear or skills then starter class is still good for an alternate "reality". Link to comment Share on other sites More sharing options...
apostrophe Posted January 24, 2019 Share Posted January 24, 2019 Prepper: begins with fuel, seeds, guns and ammo, tons of food cans and a tattoo of the second ammendment. Link to comment Share on other sites More sharing options...
Royal Deluxe Posted January 24, 2019 Author Share Posted January 24, 2019 Prepper sounds nice How could i forget the prepper ^^ Maybe next update of my mod. Finished the startclasses a few seconds ago (with some nice pictures) https://7daystodie.com/forums/showthread.php?103985-Vanilla-modlet-collection&p=937602&viewfull=1#post937602 Thanks to all posters in this thread here, you helped me a lot to avoid some blunder. Link to comment Share on other sites More sharing options...
Limdood Posted January 24, 2019 Share Posted January 24, 2019 Outdoorsman: BDU top BDU bottoms Worn Boots 1 point in Well-insulated Not a very useful skill point to start, but the best all-rounder shirt and pants right out the gate. Farmer: 2 corn seeds 2 potato seeds quality 1 iron hoe 1 point in Living off the Land No, not quite enough to get an endless soup kitchen going...but enough to start farming some basic food in HOUR 1 of the game, which is a huge leg up. Crossfit trainer: 1 energy drink 1 running shoes 1 point in cardio again, 1 great starting item, the rest meh, but useful and thematic. Hoarder: 1 brass doorknob 2 Electric wire relays 1 Cooking pot 6 Paper 10 Old money 1 Bicycle Handlebars 3 Springs 1 point in Pack Mule I couldn't resist this one... Link to comment Share on other sites More sharing options...
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