arcanum question
- Urizen
- Vault Hero
- Posts: 1034
- Joined: Mon Jun 20, 2005 10:55 pm
- Location: London. The pub, not the city
- Contact:
arcanum question
how do i make the machined platemail? i can't seem to find any minute steamworks.
- johnnygothisgun
- Hero of the Desert
- Posts: 1522
- Joined: Sat Aug 30, 2003 10:13 pm
- Mr. Teatime
- Righteous Subjugator
- Posts: 3340
- Joined: Mon May 19, 2003 12:07 pm
Magic is overpowered, don't do it.
off topic? OMG YOU'VE BEEN CENSORED... yet you're still posting. MYSTARY!!!!
Duck and Cover: THE site for all your Fallout needs
Duck and Cover: THE site for all your Fallout needs
- Mr. Teatime
- Righteous Subjugator
- Posts: 3340
- Joined: Mon May 19, 2003 12:07 pm
- Mr. Teatime
- Righteous Subjugator
- Posts: 3340
- Joined: Mon May 19, 2003 12:07 pm
Made a habit of liberating useful quest items from those foolish enough to desire them. It is suggested that one plant common/cheap/useless equipment upon such individuals before facilitating their requests, so that they are unable to equip anything valuable. Why waste time and/or fate points ?
An amusing game.
An amusing game.
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The talk system is very much like Fallout's, INT affects how much you can say, CHA affects convincing people etc.
Magic is easy, tech is hard, melee is easy, ranged is hard. Your pick.
Quests are pretty much all the same.
Mods? Modding Arcanum is like chewing on hot broken glass. The non-Blargh way.
Magic is easy, tech is hard, melee is easy, ranged is hard. Your pick.
Quests are pretty much all the same.
Mods? Modding Arcanum is like chewing on hot broken glass. The non-Blargh way.
Serious Business.
While I appreciate that considerable effort went into the likes of Car Arcanum, in my mind it remains dire. The additions were jarringly inconsistent. Too much hack and slash, patchy writing to mention but two. I loathed the tendency for various creatures to either sap mana or spawn friends upon their demise. Made the woeful combat of the original exceedingly tedious. Felt very cheap, also, and from what I recall options governing the behaviour of both such features were disturbingly absent from the otherwise interesting and varied selection of difficulty and gameplay tweaks et al.
I did, however, obtain some joy from disintegrating that daft cultist woman. Lazy fucking harlot, she was.
If you go tech, I recommend ignoring -
High velocity pistol (awful), rifled cannon (shite), all grenades bar the non-lethal (grenaded foes offer no experience, though explosive grenades are a respectable source of revenue), healing jacket (prohibitively expensive), grenade launcher (bollocks), hushed pistol (woeful), therapeutics in general, pyrotechnic axe (grand, too much so), flame thrower (nasty, bar aesthetics).
Probably other stuff, too. Tech is the weaker of the two for many, many reasons. Has been a long time since I last played.
I recommend ignoring magic. Too blah. Though if you must, conveyance, force, fire and temporal are probably the best options. So ignore them.
Keep in mind that as one's tech/magic affinity increases, it may become difficult to accommodate the needs of one's limpets. Play solo, they are, by and large, useless, cumbersome, cardboard wretches.
I did, however, obtain some joy from disintegrating that daft cultist woman. Lazy fucking harlot, she was.
If you go tech, I recommend ignoring -
High velocity pistol (awful), rifled cannon (shite), all grenades bar the non-lethal (grenaded foes offer no experience, though explosive grenades are a respectable source of revenue), healing jacket (prohibitively expensive), grenade launcher (bollocks), hushed pistol (woeful), therapeutics in general, pyrotechnic axe (grand, too much so), flame thrower (nasty, bar aesthetics).
Probably other stuff, too. Tech is the weaker of the two for many, many reasons. Has been a long time since I last played.
I recommend ignoring magic. Too blah. Though if you must, conveyance, force, fire and temporal are probably the best options. So ignore them.
Keep in mind that as one's tech/magic affinity increases, it may become difficult to accommodate the needs of one's limpets. Play solo, they are, by and large, useless, cumbersome, cardboard wretches.

- Urizen
- Vault Hero
- Posts: 1034
- Joined: Mon Jun 20, 2005 10:55 pm
- Location: London. The pub, not the city
- Contact:
car arcanum is shit.
if you want a powerfull character with great conversation skills, go tech. keep raising the primaries ch and int all the way, along with their secondary counterparts persuasion and tech skills. get ogre npc's, ditch virgil. for a good dogmeat substitute, get to ashbury before you reach level 12. start hoarding automaton components as soon as possible.
if you want a powerfull character with great conversation skills, go tech. keep raising the primaries ch and int all the way, along with their secondary counterparts persuasion and tech skills. get ogre npc's, ditch virgil. for a good dogmeat substitute, get to ashbury before you reach level 12. start hoarding automaton components as soon as possible.
Try being a "drugnologist" - not a specialist in chemicals, rather a lazy bastard cheater.
You only need to raise Int to 9 or 10.
Then use an intelligence potion to max it out for short periods.
This way you can spend points on tech schools and advance rapidly.
The schools will dissapear/become greyed out when the potions wear off, but don't worry, thet come back with the next dose.
I hoarded those potions.
It's a bit tricky- you have to use the potions to spend the points and also to use the skills.
If you use books to enhance skills/use cross-skill schematics you have to set them up ahead of time along with your components. (I think the books cannot start in your inventory when you do this, plus the order of using the books is important.)
Then: drink potion, grab books in correct order, grab ingredients, make stuff.
Do it all really fast before the potion wears off.
By pulling this stunt you can start manufacturing dynamite very early in the game.
Place on the other side of walls to assasinate people.
Run away until the police calm down. Loot!
The molotov is an awesome weapon, especially if you take a speed potion.
Stock up on molotovs.
Throw skill helps, but you get to throw so many molotovs it doesn't matter if you miss.
The super fast swinging sword kicks butt, too.
Keep spares.
Pyrotechnic axe is also good, but slow. Save for heavily armored opponents.
Your idiot followers will always switch to the highest damage weapon, so you might have to carry the axes yourself to get them to use the sword.
Or put the pyroaxes on the magical followers.
Also store magic items on the tech characters, to force the magic characters to fight with the "fast swords". I forget what they are called.
Just choose charlatan's appretice.
Max charisma and persuade.
You can get a super good rep and still be insanely evil if you play it right.
I've posted all this shit before, so I won't even get into the incredible hassle of repairing automatons (swapping shit in/out of inventory- park the automaton as close to repair guy as possible then "pick it up" then talk to the smith.)
ok so I did.
And people keep picking up my dynamite, so planting out of sight is essential.
Like anyones gonna read all this rambling.
You only need to raise Int to 9 or 10.
Then use an intelligence potion to max it out for short periods.
This way you can spend points on tech schools and advance rapidly.
The schools will dissapear/become greyed out when the potions wear off, but don't worry, thet come back with the next dose.
I hoarded those potions.
It's a bit tricky- you have to use the potions to spend the points and also to use the skills.
If you use books to enhance skills/use cross-skill schematics you have to set them up ahead of time along with your components. (I think the books cannot start in your inventory when you do this, plus the order of using the books is important.)
Then: drink potion, grab books in correct order, grab ingredients, make stuff.
Do it all really fast before the potion wears off.
By pulling this stunt you can start manufacturing dynamite very early in the game.
Place on the other side of walls to assasinate people.
Run away until the police calm down. Loot!
The molotov is an awesome weapon, especially if you take a speed potion.
Stock up on molotovs.
Throw skill helps, but you get to throw so many molotovs it doesn't matter if you miss.
The super fast swinging sword kicks butt, too.
Keep spares.
Pyrotechnic axe is also good, but slow. Save for heavily armored opponents.
Your idiot followers will always switch to the highest damage weapon, so you might have to carry the axes yourself to get them to use the sword.
Or put the pyroaxes on the magical followers.
Also store magic items on the tech characters, to force the magic characters to fight with the "fast swords". I forget what they are called.
Just choose charlatan's appretice.
Max charisma and persuade.
You can get a super good rep and still be insanely evil if you play it right.
I've posted all this shit before, so I won't even get into the incredible hassle of repairing automatons (swapping shit in/out of inventory- park the automaton as close to repair guy as possible then "pick it up" then talk to the smith.)
ok so I did.
And people keep picking up my dynamite, so planting out of sight is essential.
Like anyones gonna read all this rambling.
- POOPERSCOOPER
- Paparazzi
- Posts: 5035
- Joined: Sat Apr 05, 2003 1:50 am
- Location: California
Dynamiite is timed, you can upgrade to a remote detonator.POOPERSCOOPER wrote:How do an explosive expert work? Is it limited to just molotovs in combat or do you like plant dyname on people or time it? It's been awhile since I played arcanum but I have had the urge to play it lately.
Much more useful.
Incendiary Barrier is worthless.
Mix explosive with mechanical school to get clockwork explosive- like a metal crab cruise missile.
Cool but damage is a bit sucky.
- Frater Perdurabo
- Paragon
- Posts: 2427
- Joined: Mon Jun 05, 2006 11:51 am
- Location: Võro
I read all your ramlbing, in fact, could you post me a link for your abovementioned previous ramblings, because it actually inspired me to reinstall Arcanum.Redeye wrote:Try being a "drugnologist" - not a specialist in chemicals, rather a lazy bastard cheater.
You only need to raise Int to 9 or 10.
Then use an intelligence potion to max it out for short periods.
This way you can spend points on tech schools and advance rapidly.
The schools will dissapear/become greyed out when the potions wear off, but don't worry, thet come back with the next dose.
I hoarded those potions.
It's a bit tricky- you have to use the potions to spend the points and also to use the skills.
If you use books to enhance skills/use cross-skill schematics you have to set them up ahead of time along with your components. (I think the books cannot start in your inventory when you do this, plus the order of using the books is important.)
Then: drink potion, grab books in correct order, grab ingredients, make stuff.
Do it all really fast before the potion wears off.
By pulling this stunt you can start manufacturing dynamite very early in the game.
Place on the other side of walls to assasinate people.
Run away until the police calm down. Loot!
The molotov is an awesome weapon, especially if you take a speed potion.
Stock up on molotovs.
Throw skill helps, but you get to throw so many molotovs it doesn't matter if you miss.
The super fast swinging sword kicks butt, too.
Keep spares.
Pyrotechnic axe is also good, but slow. Save for heavily armored opponents.
Your idiot followers will always switch to the highest damage weapon, so you might have to carry the axes yourself to get them to use the sword.
Or put the pyroaxes on the magical followers.
Also store magic items on the tech characters, to force the magic characters to fight with the "fast swords". I forget what they are called.
Just choose charlatan's appretice.
Max charisma and persuade.
You can get a super good rep and still be insanely evil if you play it right.
I've posted all this shit before, so I won't even get into the incredible hassle of repairing automatons (swapping shit in/out of inventory- park the automaton as close to repair guy as possible then "pick it up" then talk to the smith.)
ok so I did.
And people keep picking up my dynamite, so planting out of sight is essential.
Like anyones gonna read all this rambling.