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Arcanum Questions
December 7th, 2011, 21:02
Greetings again sexy people! I am about to start a little play with Arcanum (though idk how much time I'll have since Skyrimjob and anime are keeping me busy enough) and I have some little questions. I decided to try and play a gunsmith/diplomat. I decided to go with firearms, electrical and gunsmithing (or how you call that skill that you can make guns with). I started with a female (since that's how I roll in every RPG if I can) human and pumped a little stats like per and int.
Now for the confusing part:
-> I got the skill to make a revolver and found the ingredients but idk how to make it. If I go to the skill screen where I see "1" and "2" I can;t seem to place the items (barrel and smth else) in the slots. So how do I craft? What am I missing here?
-> Since I'll go tech Virgil will probably leave the party so is there a viable way of healing myself in the future?
-> I found an orc in the tavern but he doesn't want to join me
Do I need a bigger cha. stat?
Ty for your time. Bloodlover out.
Now for the confusing part:
-> I got the skill to make a revolver and found the ingredients but idk how to make it. If I go to the skill screen where I see "1" and "2" I can;t seem to place the items (barrel and smth else) in the slots. So how do I craft? What am I missing here?
-> Since I'll go tech Virgil will probably leave the party so is there a viable way of healing myself in the future?
-> I found an orc in the tavern but he doesn't want to join me
Do I need a bigger cha. stat? Ty for your time. Bloodlover out.
Sentinel
December 7th, 2011, 21:57
Originally Posted by bloodloverIIRC you click on the recipe to craft. The first few revolvers are pretty useless (they eat ammo and do litte damage) though. The first decent handgun in the game is the hand cannon that you can obtain around level 20.
Greetings again sexy people! I am about to start a little play with Arcanum (though idk how much time I'll have since Skyrimjob and anime are keeping me busy enough) and I have some little questions. I decided to try and play a gunsmith/diplomat. I decided to go with firearms, electrical and gunsmithing (or how you call that skill that you can make guns with). I started with a female (since that's how I roll in every RPG if I can) human and pumped a little stats like per and int.
Now for the confusing part:
-> I got the skill to make a revolver and found the ingredients but idk how to make it. If I go to the skill screen where I see "1" and "2" I can;t seem to place the items (barrel and smth else) in the slots. So how do I craft? What am I missing here?
-> Since I'll go tech Virgil will probably leave the party so is there a viable way of healing myself in the future?You can get an EXTREMELY useful medical arachnid fairly late in the game, and it doesnt count towards the follower limit (it is heavy thing to carry around though). IMHO healing was the most annoying aspect of playing a techie. There are tech healers, but they go through healing supplies like a knife through butter, and healing supplies as well as ingredients are in somewhat limited supply. I really wish the game allowed resting in dungeons, but for some retarded reason it doesnt.
Virgil stays useful for some time still, but he still needs time to recharge mana (big dungeons are very tedious for mage and techie alike as you will spend a lot of time just waiting for his mana to recover).
-> I found an orc in the tavern but he doesn't want to join meI assume that's the half-ogre in the first town. You need a charisma of 9 for him to join IIRC.Do I need a bigger cha. stat?
EDIT: I'd stop electrical at second level (charged rings are very useful with two extra dex for tech and neutral characters) or go all out (in which case you can skip guns entirely). The electrical weapons, the hat and the rings are extremely useful, but some of the other medium electrical recipes are less than stellar.
December 7th, 2011, 23:27
Ok I think I got the hang of it.
Idk about quitting the gun and electrical I do get a nice armor from it and guns fit my range play stile. I'll see in the future.
How do I identify items?
Idk about quitting the gun and electrical I do get a nice armor from it and guns fit my range play stile. I'll see in the future.
How do I identify items?
Sentinel
December 8th, 2011, 00:21
You're in for a good time if you can get past the interface and unusual balance.
December 8th, 2011, 00:41
Originally Posted by MenigalSo it seems. I still have doubts and fears about my setup but I hope all will work out in the end. But then again, it wouldn't be the first time I remake my character after 30 hours of gameplay.
You're in for a good time if you can get past the interface and unusual balance.![]()
Sentinel
December 8th, 2011, 01:08
I'm not sexy.
I can't, because otherwise I would already have my own Harem.
I can't, because otherwise I would already have my own Harem.
--
"Any intelligent fool can make things bigger, more complex, and more violent. It takes a touch of genius and a lot of courage to move in the opposite direction." (E.F.Schumacher, Economist, Source)
"Any intelligent fool can make things bigger, more complex, and more violent. It takes a touch of genius and a lot of courage to move in the opposite direction." (E.F.Schumacher, Economist, Source)
December 8th, 2011, 09:31
By going the tech rout, you are making the game a bit harder for yourself (though I played a techie during my last playthrough, and had no major issues, it is not so much that tech is bad as it is that magic is a bit too good).
If this is your first playthrough, then I would recommend pumping up charisma. Charisma=more followers, which in turn will make the game considerably easier.
If this is your first playthrough, then I would recommend pumping up charisma. Charisma=more followers, which in turn will make the game considerably easier.
December 8th, 2011, 09:39
And if it gets too hard, keep an eye out for a four legged friend, but that can make things a bit too easy.
December 8th, 2011, 11:20
He can be killed though, so you need to act fast in order to get him, once you enter the region where he is.
Spoiler
December 8th, 2011, 14:30
I recommend getting him for tech characters. He will trivialize the game for magic characters, but for tech characters he's just about right in my opinion.
SasqWatch
Original Sin Donor
December 8th, 2011, 15:20
I recently played as a Dwarven gunslinger but I did install a mod to rebalance the guns.
I went for both Electrical and Gunsmithing. I did find the Healing Jacket (Electrical) very useful as it heals you automatically but you must have charges so be sure to stock them whenever you can. The Elephant Gun and Tesla Gun (made with an electrical/gunsmithing schematic) were good weapons but they require lots of ammo so you need to buy/make them whenever you can.
Low level Herbology also allows you to make healing salves, which is basically the technologist version of healing potions.
First level of explosives allows you to make bombs, which are very useful to push away enemies if they surround you.
The problem with building a pure Technologist/Gunslinger is that it requires most points being put into that build. It will thus become difficult to become the perfect Dimplomat as you won't have the necessary skill points.
I went for both Electrical and Gunsmithing. I did find the Healing Jacket (Electrical) very useful as it heals you automatically but you must have charges so be sure to stock them whenever you can. The Elephant Gun and Tesla Gun (made with an electrical/gunsmithing schematic) were good weapons but they require lots of ammo so you need to buy/make them whenever you can.
Low level Herbology also allows you to make healing salves, which is basically the technologist version of healing potions.
First level of explosives allows you to make bombs, which are very useful to push away enemies if they surround you.
The problem with building a pure Technologist/Gunslinger is that it requires most points being put into that build. It will thus become difficult to become the perfect Dimplomat as you won't have the necessary skill points.
December 8th, 2011, 16:40
I've tried making a techy type quite a few times, but I can never keep with it. I think it's because it takes so long to be really viable. I really need to give it another try one of these days.
December 8th, 2011, 19:37
Thx a lot for the post Asdraguuhl. Ok I am really reconsidering my char. since it's my first time playing it and I am not willing to give up on my diplomat char.
Sentinel
December 8th, 2011, 20:19
As a pure technologist and gunslinger you need to put points into intelligence, firearms, perception, gunsmithy (and some additional discipline like e.g. electrical) and some dexterity if you want to fire an additional shot and strength if you want to avoid getting penalties with the heavier guns (e.g. Elephant Gun and Tesla Gun).
If instead you want to maximise your diplomatic skills you could combat wise focus on only Electrical to get the Tesla Rod/Healing Jacket/Dex Ring or on Explosives as they are quite useful in combat with many foes.
(Note: to make schematics you need to have knowledge in one or two disciplines. It is not necessary to put points into each required discipline as you can increase your knowledge through books that you can buy in Tarant. However, reading books are not the same as putting skill points in disciplines so you won't get to craft the higher level items. It is only useful for the schematics that you can find or buy. And books will only have an effect if you have them in your inventory, if you drop them then you lose the knowledge. They are very heavy so I store them in the library in Tarant).
Also, as a diplomat, don't forget to buy fancy clothes as they improve the NPC's reaction.
The higher your Charisma, the more followers you can get to do the fighting for you but unfortunately a lot of XP is gained from hitting enemies in which case you will level up slowly. I would therefore recommend to be active from a distance in combat scenarios with e.g. long range shooting or throwing bombs.
If instead you want to maximise your diplomatic skills you could combat wise focus on only Electrical to get the Tesla Rod/Healing Jacket/Dex Ring or on Explosives as they are quite useful in combat with many foes.
(Note: to make schematics you need to have knowledge in one or two disciplines. It is not necessary to put points into each required discipline as you can increase your knowledge through books that you can buy in Tarant. However, reading books are not the same as putting skill points in disciplines so you won't get to craft the higher level items. It is only useful for the schematics that you can find or buy. And books will only have an effect if you have them in your inventory, if you drop them then you lose the knowledge. They are very heavy so I store them in the library in Tarant).
Also, as a diplomat, don't forget to buy fancy clothes as they improve the NPC's reaction.
The higher your Charisma, the more followers you can get to do the fighting for you but unfortunately a lot of XP is gained from hitting enemies in which case you will level up slowly. I would therefore recommend to be active from a distance in combat scenarios with e.g. long range shooting or throwing bombs.
December 8th, 2011, 22:08
I forgot about the first level explosive weapon.
The molotov cocktail is ridiculously overpowered. Ranged, area effect, knockback, no friendly fire (so you dont any points in thrown weapons to use it), and extremely fast. A true lifesaver
Rags can be found in dustbins all over the place
I'd even say it's bugged as I believe other thrown weapons (dynamite and grenades) do have friendly fire…
The molotov cocktail is ridiculously overpowered. Ranged, area effect, knockback, no friendly fire (so you dont any points in thrown weapons to use it), and extremely fast. A true lifesaver
Rags can be found in dustbins all over the placeI'd even say it's bugged as I believe other thrown weapons (dynamite and grenades) do have friendly fire…
December 8th, 2011, 22:29
Isn't there also a community patch that fixes a lot of bugs and tweaks the balance a bit?
*Edit* Here —> http://www.shsforums.net/topic/33528…-patch-extras/
*Edit* Here —> http://www.shsforums.net/topic/33528…-patch-extras/
Last edited by JDR13; December 8th, 2011 at 23:26.
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