Starting Arcanum - What to Install and How to Play?
Ah yes, where there be spiders, and the wreck of a submarine, I do believe you're right TwoHandedSword.
[QUOTE=Darth Gavinius;1096098]Distrbution of games, is becoming a little like Democracy (all about money and control) - in the end choice is an illusion and you have to choose your lesser evil.
And everything is hidden in the fine print.[/QUOTE]
And everything is hidden in the fine print.[/QUOTE]
- Crenshinibon
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Just curious, is there a hotkey to toggle combat mode on and off?
Also, what do you recommend: Stun Grenades or Paralyzers?
Also, what do you recommend: Stun Grenades or Paralyzers?
“The world breaks every one and afterward many are strong at the broken places. But those that will not break it kills. It kills the very good and the very gentle and the very brave impartially.”
- TwoHandedSword
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The R key toggles combat mode. And if you go into combat mode, and hold down the Alt key, you can target inanimate objects such as locked chests and doors.Crenshinibon wrote:Just curious, is there a hotkey to toggle combat mode on and off?
It's not quiet, though, so don't do it if getting caught is a factor. And if using a melee weapon, make sure it's an axe or hammer; other weapons will likely take damage from striking something harder than flesh.
Speak softly, and carry a big stick. Or better yet: a big, sharp blade. 
There's also a hot key to tell your followers to back off, F4 or F5, I think but memory ain't what it used to be, but my auto response when bogies came in sight was R then F5 or whatever.
My preference was for paralyzers, stun grenades seemed to be unreliable, never had problems paralyzing a Barbarian, stunning them on the other hand didn't always work.
My preference was for paralyzers, stun grenades seemed to be unreliable, never had problems paralyzing a Barbarian, stunning them on the other hand didn't always work.
[QUOTE=Darth Gavinius;1096098]Distrbution of games, is becoming a little like Democracy (all about money and control) - in the end choice is an illusion and you have to choose your lesser evil.
And everything is hidden in the fine print.[/QUOTE]
And everything is hidden in the fine print.[/QUOTE]
- Crenshinibon
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Thanks for replying.
I figured out the force attack before, but was able to have my character attack an object with guns, though the rest of my group would help as well, with my automatons damaging themselves in the process. Next time I'll have to try attacking a chest and having my followers back off. I tried the hotkeys and they are indeed correct - F3 is to Stay Close, F4 is to Spread out, F5 is to Back Off and R is to enter combat. I wish I knew this sooner! Apparently, the only way to have an automaton rejoin after having them wait it to collapse them and set them up again from your inventory. What a hassle! :laugh:
I was able to defeat Stringy Pete with the help of a single Paralyzer (mainly because Potassium Chloride is really difficult to find!) and two Necromizers. After Stringy Pete died, I was able to revive him and having fight the rest of his crew, where I enlisted another one of his buddies to my cause. I have to say, that was a rather lengthy fight.
I was reading old threads on the Arcanum forum, House of Lords and a few people mentioned that technically, the most powerful throwing weapon (though unconventional) is a huge boulder, weighing some 5000 stone. Unless I'm thinking of the wrong items, only two come to mind - the stone from Theo's (one of the Throwing Experts) garden or the stone slab that you need to retrieve for the House of Halcyon. Any comments on using this huge boulder as a weapon?
I figured out the force attack before, but was able to have my character attack an object with guns, though the rest of my group would help as well, with my automatons damaging themselves in the process. Next time I'll have to try attacking a chest and having my followers back off. I tried the hotkeys and they are indeed correct - F3 is to Stay Close, F4 is to Spread out, F5 is to Back Off and R is to enter combat. I wish I knew this sooner! Apparently, the only way to have an automaton rejoin after having them wait it to collapse them and set them up again from your inventory. What a hassle! :laugh:
I was able to defeat Stringy Pete with the help of a single Paralyzer (mainly because Potassium Chloride is really difficult to find!) and two Necromizers. After Stringy Pete died, I was able to revive him and having fight the rest of his crew, where I enlisted another one of his buddies to my cause. I have to say, that was a rather lengthy fight.
I was reading old threads on the Arcanum forum, House of Lords and a few people mentioned that technically, the most powerful throwing weapon (though unconventional) is a huge boulder, weighing some 5000 stone. Unless I'm thinking of the wrong items, only two come to mind - the stone from Theo's (one of the Throwing Experts) garden or the stone slab that you need to retrieve for the House of Halcyon. Any comments on using this huge boulder as a weapon?
“The world breaks every one and afterward many are strong at the broken places. But those that will not break it kills. It kills the very good and the very gentle and the very brave impartially.”
Never thought of it, just stuck with explosives or the Decapitator.Crenshinibon wrote:Any comments on using this huge boulder as a weapon?
You shouldn't have to collapse the Automatons after telling them to back off, try another F key, but I don't recall that ever being an issue. You do realise you can scroll up and down through your follower's portraits don't you, using the triangle at the bottom or top?
[QUOTE=Darth Gavinius;1096098]Distrbution of games, is becoming a little like Democracy (all about money and control) - in the end choice is an illusion and you have to choose your lesser evil.
And everything is hidden in the fine print.[/QUOTE]
And everything is hidden in the fine print.[/QUOTE]
- Crenshinibon
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I know I can do that, but when I tell any of my followers to wait, their portrait is removed from the party. With say Virgil and Raven I could talk to them and invite them back, but the automatons never had any dialog options.
Having them wait or back off by hotkeys keeps them in my party however, unless I'm thinking of something else.
Having them wait or back off by hotkeys keeps them in my party however, unless I'm thinking of something else.
“The world breaks every one and afterward many are strong at the broken places. But those that will not break it kills. It kills the very good and the very gentle and the very brave impartially.”
Sorry. I misunderstood, I thought you were saying you had to collapse them when telling them to back off, not wait.
[QUOTE=Darth Gavinius;1096098]Distrbution of games, is becoming a little like Democracy (all about money and control) - in the end choice is an illusion and you have to choose your lesser evil.
And everything is hidden in the fine print.[/QUOTE]
And everything is hidden in the fine print.[/QUOTE]
- Crenshinibon
- Posts: 2665
- Joined: Wed Mar 22, 2006 5:35 pm
- Contact:
- Crenshinibon
- Posts: 2665
- Joined: Wed Mar 22, 2006 5:35 pm
- Contact:
I would really appreciate if someone could explain some of the abbreviations to me:
FT (I assume this is fatigue, but would like to be sure)
A (Ammunition?)
WE (Weight?)
QU (Quality?)
ED
AM
SP (Speed? The higher the better?)
PR (Poison Resistance?)
FR (Fire Resistance?)
NP
How is damage calculated?
For example, I use Droch's Warbringer. The damage is is 20-40 HD (I assume hit-die?). However, my attack, in my inventory is shown to be 27. What exactly is this number?
I know that Technologists are unaffected by potions (but can still use scrolls for some reason). Can Mages use Healing Salves and Fortifiers?
When an item or a blessing gives you a bonus to one of your skills, what does it mean? For example, the final blessing gives you +12 to firearms, among other things and I know that firearms doesn't use that many character points, so what exactly is this number?
Thanks in advance for your replies!
FT (I assume this is fatigue, but would like to be sure)
A (Ammunition?)
WE (Weight?)
QU (Quality?)
ED
AM
SP (Speed? The higher the better?)
PR (Poison Resistance?)
FR (Fire Resistance?)
NP
How is damage calculated?
For example, I use Droch's Warbringer. The damage is is 20-40 HD (I assume hit-die?). However, my attack, in my inventory is shown to be 27. What exactly is this number?
I know that Technologists are unaffected by potions (but can still use scrolls for some reason). Can Mages use Healing Salves and Fortifiers?
When an item or a blessing gives you a bonus to one of your skills, what does it mean? For example, the final blessing gives you +12 to firearms, among other things and I know that firearms doesn't use that many character points, so what exactly is this number?
Thanks in advance for your replies!
“The world breaks every one and afterward many are strong at the broken places. But those that will not break it kills. It kills the very good and the very gentle and the very brave impartially.”
FT (I assume this is fatigue, but would like to be sure)
Correct.
A (Ammunition?)
Yes.
WE (Weight?)
Yes.
QU (Quality?)
I think it's Quantity.
ED
IIRC, Endurance, the HP of the item.
AM
SP (Speed? The higher the better?)
Yes and yes.
PR (Poison Resistance?)
Yes.
FR (Fire Resistance?)
Yes.
NP
Noise Penalty.
"Attack" is actually an overall score of ability to hit and damage. Might be hure accuracy.
Mages can use the techno potions just fine.
The bonus from backgrounds and such to skills work in quarters: 4 points make for a full rank.
Correct.
A (Ammunition?)
Yes.
WE (Weight?)
Yes.
QU (Quality?)
I think it's Quantity.
ED
IIRC, Endurance, the HP of the item.
AM
SP (Speed? The higher the better?)
Yes and yes.
PR (Poison Resistance?)
Yes.
FR (Fire Resistance?)
Yes.
NP
Noise Penalty.
"Attack" is actually an overall score of ability to hit and damage. Might be hure accuracy.
Mages can use the techno potions just fine.
The bonus from backgrounds and such to skills work in quarters: 4 points make for a full rank.
- Crenshinibon
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Do you know what AM is?
The reason I thought QU was quality, was because weapons like guns had that attribute. However, they seem to be missing the ED attribute.
I still don't understand why my character has 27 attack with a higher damage weapon while having Mastery in it and about 16 or 17 Perception. What is reducing the damage on the character sheet? Because in a fight, I see that he does around 36 - 48 damage. Where is this discrepancy coming from?
Thanks for explaining all this.
The reason I thought QU was quality, was because weapons like guns had that attribute. However, they seem to be missing the ED attribute.
I still don't understand why my character has 27 attack with a higher damage weapon while having Mastery in it and about 16 or 17 Perception. What is reducing the damage on the character sheet? Because in a fight, I see that he does around 36 - 48 damage. Where is this discrepancy coming from?
Thanks for explaining all this.
“The world breaks every one and afterward many are strong at the broken places. But those that will not break it kills. It kills the very good and the very gentle and the very brave impartially.”
- Crenshinibon
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"AM" appears on the Charged Accelerator Gun, which you can see in GB equipment section.
I suppose it could be speed. My current gun only has eight I think. Maybe thirteen.
What type of ammunition do the Grenade Launcher, Acid Gun and Tranquilizer Gun use? Does the Grenade launcher actually use grenades? If so, how can I control what type of grenades it fires?
I suppose it could be speed. My current gun only has eight I think. Maybe thirteen.
What type of ammunition do the Grenade Launcher, Acid Gun and Tranquilizer Gun use? Does the Grenade launcher actually use grenades? If so, how can I control what type of grenades it fires?
“The world breaks every one and afterward many are strong at the broken places. But those that will not break it kills. It kills the very good and the very gentle and the very brave impartially.”
I think in GB equipment section descriptions AM and A stand for ammunition, which I think in this case means bullets, but damned if I can remember.
[QUOTE=Darth Gavinius;1096098]Distrbution of games, is becoming a little like Democracy (all about money and control) - in the end choice is an illusion and you have to choose your lesser evil.
And everything is hidden in the fine print.[/QUOTE]
And everything is hidden in the fine print.[/QUOTE]
- TwoHandedSword
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- Location: That would be telling!
- Contact:
From what I understand, each 1/4 of a rank was originally supposed to cost an entire point; a later tweak reduced the 20 ranks per skill to 5, but kept the fractions for such purposes as item bonuses and character backgrounds.Crenshinibon wrote:When an item or a blessing gives you a bonus to one of your skills, what does it mean? For example, the final blessing gives you +12 to firearms, among other things and I know that firearms doesn't use that many character points, so what exactly is this number?
So +12 to Firearms (or any other skill) translates as potentially 3 additional ranks in that skill. I say potentially, because this is affected by whether you have sufficient stats to make use of it (i.e. 3 ranks of Firearms is pretty much useless as long as your PE is still at 7 or 8) or if the extra ranks would take you beyond maximum (if you already have 3 ranks, adding three more would still only take you to 5, or possibly 5 and 3/4; I'm not sure which).
But this is one reason why (when I'm going for that same ultimate blessing you mention) I limit my Melee and Dodge to at most two ranks each; then, immediately upon receiving that three-rank bonus, I go out and get both expertise and mastery for both of those skills. (Which, since the quests are interrelated, is worth it from a role-playing perspective alone, irrespective of the other bonuses.)
Speak softly, and carry a big stick. Or better yet: a big, sharp blade. 
- Crenshinibon
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Thanks for your responses! How early can you actually do all of these quests (the Ancient Gods set) without getting butchered? I noticed that some offering are also quite difficult to come by.
I was reading about the master mage quests on a different forum, and saw that the spell costs are halfed upon achieving mastery. So, say for Summoning, having an Ogre out drains three fatigue per ten seconds. Would mastery in summoning drain one and a half points of fatigue? Can I further reduce the cost of my spells by using a Fortifier or a Fatigue Slower?
Also, according to GB's [url="http://www.gamebanshee.com/arcanum/spellcolleges/temporal.php"]Spell College Section[/url], Hasten and temporal drain three and five fatigue per ten seconds, respectively, however in my game it's written as six and ten. I didn't see anything in the unofficial patch notes either. Any ideas?
I was reading about the master mage quests on a different forum, and saw that the spell costs are halfed upon achieving mastery. So, say for Summoning, having an Ogre out drains three fatigue per ten seconds. Would mastery in summoning drain one and a half points of fatigue? Can I further reduce the cost of my spells by using a Fortifier or a Fatigue Slower?
Also, according to GB's [url="http://www.gamebanshee.com/arcanum/spellcolleges/temporal.php"]Spell College Section[/url], Hasten and temporal drain three and five fatigue per ten seconds, respectively, however in my game it's written as six and ten. I didn't see anything in the unofficial patch notes either. Any ideas?
“The world breaks every one and afterward many are strong at the broken places. But those that will not break it kills. It kills the very good and the very gentle and the very brave impartially.”
- TwoHandedSword
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I'm not sure. I tend to do all of these quests in one large rush, closer to the end of the game. At the very minimum, you're going to need a decent amount of HPs, good fighting skills, and the Teleport spell to get you everywhere you need to go.Crenshinibon wrote:Thanks for your responses! How early can you actually do all of these quests (the Ancient Gods set) without getting butchered? I noticed that some offering are also quite difficult to come by.
I can't speak to the chemical concoctions, having never used them myself. (My characters travel light.) But unfortunately, mastery of a college cuts only the initial cost of a spell in half, and not the ongoing fatigue costs.Crenshinibon wrote:I was reading about the master mage quests on a different forum, and saw that the spell costs are halfed upon achieving mastery. So, say for Summoning, having an Ogre out drains three fatigue per ten seconds. Would mastery in summoning drain one and a half points of fatigue? Can I further reduce the cost of my spells by using a Fortifier or a Fatigue Slower?
For that reason (and this is IMHO) it's only worthwhile to pursue it in one of three areas: Conveyance (for Teleport), White Necro (for Major Healing) or Black Necro (for Harm). I tend to choose Conveyance myself, but YMMV.
My game and the official strategy guide agree that the first, lower set of numbers is correct. If your game is using the higher numbers, I'm not sure what may have happened... especially since both the official and unofficial patches should've taken care of that for you.Crenshinibon wrote:Also, according to GB's [url="http://www.gamebanshee.com/arcanum/spellcolleges/temporal.php"]Spell College Section[/url], Hasten and temporal drain three and five fatigue per ten seconds, respectively, however in my game it's written as six and ten. I didn't see anything in the unofficial patch notes either. Any ideas?
Speak softly, and carry a big stick. Or better yet: a big, sharp blade. 
Not too early, maybe 15th to 20th level, and of course you can only do it if you know where everything is. So without a walk through, or being lucky, I imagine it's tough not to break the quest without even realising it exists. I did the first time I played by placing everything in my pack, one by one, in Torg's alter on my first trip to Tarrant.How early can you actually do all of these quests (the Ancient Gods set) without getting butchered?
You also have to be able to get to the other side of the mountain, so if you aren't a mage that means the legit way, or pickpocketing two teleport scrolls. To do that of courser you have to be either damned good at pickpocketing or use fate points.
Also of course you have to be albe to find the places you need to go to, even if you have a walk through you have to walk to them firt time you go, so I doubt it's possible to even start the questline below 15th level at the very least.
Most of the Arcane Warriors I've played haven't bothered with teleportation, it's not exactly necessary, and actually deprives you of experience points. Using teleport when you first play the game (without a walk through) is actually a mistake IMHO. There are a lot of places to discover that you'll never find if you teleport everywhere. I've only once even bothered with the colleges, and on that occasion I selected Force, as I was using it the most, totally wasted on conveyance IMHO.
[QUOTE=Darth Gavinius;1096098]Distrbution of games, is becoming a little like Democracy (all about money and control) - in the end choice is an illusion and you have to choose your lesser evil.
And everything is hidden in the fine print.[/QUOTE]
And everything is hidden in the fine print.[/QUOTE]