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Starting Arcanum - What to Install and How to Play?

This forum is to be used for all discussions pertaining to Troika Games' Arcanum: Of Steamworks & Magick Obscura.
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galraen
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Post by galraen »

I was under the impression that teleportation only allowed you to go to known locations. Or do you telleport to ONLY the Ruby Glade for the purpose of bypassing the mountain range?
The latter, use one teleport scroll to get to the Ruby glade, then walk to the rough location of the strange Pond (then search until I find it), likewise to The Bog, then use the 2nd teleport scroll to get back to Stillwater. after maybe visiting Caladon and picking up the Medical Arachnid.

One point worth mentioning about constructs; if you pick them up they immediately get their levels reset to where they started, so don't do it. They can be healed by resting or using spells IIRC, definitely by resting.
[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]
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Crenshinibon
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Post by Crenshinibon »

This one makes much more sense! Thanks for that!

On the point of picking up constructs - is there any convenience mod that makes it so they don't collapse when you click on them? I just lost my fifth automaton *somewhere* in Caldon and for the life of me, I don't know where he is!

I noticed that early, though it's still strange that automatons get healed by resting.
“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.”
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galraen
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Post by galraen »

is there any convenience mod that makes it so they don't collapse when you click on them?
Not that I know of, just don't click on them is the only solution, I gather you have done so by accident, I can't think of any reason to click on them once you realise that picking them up is a bad idea..
[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]
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Crenshinibon
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Post by Crenshinibon »

It was by accident, primarily while moving around in tight spaces. I still wasn't able to find my fifth one, but on the bright side I was able to find a new steam engine in Caladon, and was promised a whole new Mechanical Arachnid from a gentleman in return for the proof of his flying creations.
“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.”
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TwoHandedSword
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Post by TwoHandedSword »

Crenshinibon wrote:TwoHandedSword:

I'm pretty sure that this glitch was fixed in the unofficial patch, though, I was just wondering, in the unpatches game, doesn't a throwing character decimate absolutely everything, since the attack costs zero APs?

Do you actually use followers for fighting, or do you use them to carry equipment, as galraen does?
I don't know how throwing works in real time; I almost always play this game in fast turn-based mode. (In fact, that's a huge part of the appeal for me; I'm very much a planner.)

And unless I'm role-playing (as with the collect-the-Dwarfs game I mentioned earlier) I rarely use followers at all. That's the whole purpose of Haggle expertise: I fill up, I sell off, I fill up again.

But when I have followers, they're relegated to pack mules. Except Dog, of course. :cool:
galraen wrote:Actually when playing a mage it's almost exactly the same. I bet you pickpocket the teleportation scrolls, get the quest from the halfling in Stilwater and teleport to the Ruby Glade. Then head to the Strange Pond and The Bog as early as possible too!:laugh: Do you then go on to find the Lethe Wyvern Bridge then on to Caladon too? Did that once, but made the mistake of going to Qnitara too early and screwed the game up, that's poetic justice for you! :D
Actually, I usually wait until I can Teleport on my own. But back in the day, when I played without the level cap, I would explore everything just to see how wastefully high I could get my character to go.

And there's this really nice shield available only in Roseborough, if you happen to know whose personal effects to stick your nose (and fingers) into...
galraen wrote:I expect you extract maximum xp out of Liam's Works portal quest too. The first time I did that I closed the portal as quickly as possible, what a blunder that was!
Again, when playing without the level cap, yes. Otherwise, I wind up hitting the wall much too quickly, and the rest of the game becomes a case of "What's the minimum I have to do to get through this and on to the next quest now?" :p
galraen wrote:PPS Do you also search out Vendigroth Ruins as early as possible too? I do that with a Techy of course, can't get Drog's Warbringer or the boosters too soon can you?
Sometimes. For instance, you can also get the equivalent of a Dorian amulet for free at Tulla, as part of completing one of their mastery quests.
Speak softly, and carry a big stick. Or better yet: a big, sharp blade. :D
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galraen
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Post by galraen »

The reward is a Medical Arachnid Crenshinibon, far better than a mere mechanical; and in the vanilla game you can't make your own medical as the schematic's broken. The unofficial patch fixes that I believe.
[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]
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Crenshinibon
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Post by Crenshinibon »

galraen:

I only figured that out now once I finished the quest. It seems to have the ability to heal without limit, at least I think so. I never notice its fatigue go down as it tends to me and my companions.

I believe you're right - the schematic has been fixed. Do you know if the Clockwork Physician acts the same way or is it a one time use device?

Also, I was able to find the Automaton that I lost. He was sitting in the middle of the park at Caladon. :laugh:

You mentioned that you ran into problems when going to Quintarra too early. What were they? I think I'll be playing a magick-based ranger character next time and I remember that I got a nice bow as a reward for a quest there.

TwoHandedSword:

I thought that turn-based mode was the one that gave you action points to perform certain actions, and from what I read, you could throw indefinitely.

I think I might agree with you on the matter of companions. I don't know if I'll bring any on my later playthroughs, but maybe I'm just biased because I have eight followers and it's getting slightly annoying (but I do realize that it's my fault). However, technologically inclined characters do seem to suffer without them, as they need to carry around so many ingredients.
“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.”
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galraen
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Post by galraen »

It seems to have the ability to heal without limit
As I recall it can heal without limit, I don't recall it having any problems healing a Mage character either.
Physician acts the same way or is it a one time use device?
I don't know, never had one.
You mentioned that you ran into problems when going to Quintarra too early. What were they?
I can't recall exactly, too long ago, but I definitely remember that going there too early caused me to have to start again. I think it screws up the main quest line if you do parts of it out of sequence. The Bow I think is a reward for handing over Mithril, it may be possible to do that without screwing things up, make sure you have a special save you can fall back on first though.

The throwing glitch I recall mainly affecting explosives/grenades, and yes you can throw a lot more than you should be able to, up to a point, if you try it too often though it hangs the game IIRC.
[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]
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Crenshinibon
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Post by Crenshinibon »

Thanks for sticking with me through this!

One last thing (I think) do the items crafted through the Therapeutics discipline grant permanent effects, such as the Elixir of Physical Prowess or the Tonic of Increased Reflexes? If not, how long do they last for?
“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.”
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TwoHandedSword
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Post by TwoHandedSword »

Since I've only ever used Throwing with weapons, I've never had any action point issues; I wasn't even aware of any other glitches, in either real-time or turn-based mode.

And IIRC, if you show up in Qintarra before the main quest takes you there, certain characters won't interact with you. I don't recall if returning to Qintarra as part of the main quest fixes the problem, or if some of those interactions stay broken. Better not to take the chance.
Speak softly, and carry a big stick. Or better yet: a big, sharp blade. :D
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galraen
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Post by galraen »

The Therapeutic boosters are temporary, but last a long time, long enough to be more than adequate IMO. The ones you can make with the schematics from Denigroth are permanent though, but they are one offs, you can't make more than one, which is why a techie wants to get there as early as possible.

They don't stack with themselves either, so two Elixers of PP don't stack, but they do stack with others such as the energizers and with spells.
[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]
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Crenshinibon
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Post by Crenshinibon »

Thanks for the confirmation.

I noticed that a lot of usable items (such as elixirs) are made in bulks of three. Does this apply to all such items (like grenades)?

I just found the recipe to Droch's Warbringer and from what I've seen so far, it's looking like the best gun. It's similiar to the Elephant Gun that I've been using all along except that it has ten less maximum damage, four more speed and only uses one bullet a shot.

How are you able to use the Vivifier and Droch's Warbringer so early in the game? Do you just load up on manuals?

Some time ago, I've recruited Raven into my party and, well, I was forced to reload a lot of times, so I see what you mean. Makes all my automatons spontaneously combust.
“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.”
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galraen
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Post by galraen »

I noticed that a lot of usable items (such as elixirs) are made in bulks of three. Does this apply to all such items (like grenades)?
It's variable, the high end Therapeutics may be less than three, I can't recall.
four more speed and only uses one bullet a shot.
'Speed Kills' as the saying goes, and the one bullet means carrying less ammo, which means less encumbrance, which means more speed. You should get more shots per round with DW, which means in reality, more damage.
How are you able to use the Vivifier and Droch's Warbringer so early in the game? Do you just load up on manuals?
If I'm going Gunny then I chuck almost everything at that, plus Therapeutics and Herbology from the start. If I'm not going Gunny (the norm actually) then I substitute Chemical. I'm a firm believer in 'The best form of defence is a good offence'. Never underestimate the value of a fine revolver and a Katana in the early going. Throw in (literally) some Molotov Cocktails and you're off and running.
[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]
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Crenshinibon
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Post by Crenshinibon »

Thanks for that.

So, in my travels I have come across Stringy Pete and I tried to kill him for his boat and, well, he died, my trusty naked halfling killed two, but then for some reason he went hostile and that was the end of that. : / How long do Reanimators last for? Perhaps I will come back when I better prepared for this fight.

On the matter of aptitude-neutral characters - in theory they are possible, right? Neither magic nor technology will fail with them, but the only downside I see is that they won't receive additional effects from items (like charged rings) and spells (Succor Beast, Harm) that give them. As an end result, while they wouldn't excel in anything particular, they would still be a force to be reckoned with due to their amazing flexibility (since they wouldn't need really need to meet stat requirements for certain abilities due to the first spells in the elemental schools and the Therapeutics discipline, they would be free to pursue a whole slew of spells, disciplines and skills).

But then again, easier said than done.
“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.”
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galraen
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Post by galraen »

Easier said than done indeed. On my first run through the game I tried to walk the middle path, not a good idea. When I tried again when I had a better idea of the game, I managed it OK, but you do have to work hadr at it.

As far as I know reanimators are in fact resurrectors, I don't think they actually 'run out'. They also weigh a ton! I had a plan to .... woops spoiler, highlight to read.
Spoiler
Near the end of the game you come across a lot of dead innocents, having found this out on my first successful run through as a mage, I was determined that my goody two shoes techie was going to resurrect, or reanimate them. That meant I needed an awful lot of reanimators, and by the time I was ready to make the final assault I could hardly walk because my character and my followers were so overburdened!
[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]
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Crenshinibon
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Post by Crenshinibon »

I was able to find the Reanimator schematic at the Stonecutter Clan. I'm not sure if this is the device that you're speaking of, but for me, it only took one square and had a single use (I made it, tried it out and reloaded, just so I could see what it does). I am interested in your item however. Where did you find the schematic for it?

EDIT: Ooops! I had the name wrong! I was talking about the Necromizer. That's the device that allows me to animate dead. I was wondering about that one (though am still curious about the one you were talking about).
“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.”
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galraen
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Post by galraen »

I've uploaded a picture of the schematic here. It's a found schematic, and I can't remember where I found it, although the description indicates it was in the Vendigroth Ruins, which is very likely.

I seem to recall that the Inventor in Tarrant somtimes sells them though.
[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]
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Crenshinibon
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Post by Crenshinibon »

Hm. Strange. I tried both schematics and both of them take up only one slot and have a single use, though the Necromizer (which, as I mentioned before, was found at the Stonecutter Clan) essentially animates dead (provided you have a corpse to use it on) and adds them to your party, where they act like a normal party member, as in they have an inventory, they talk to you and you can view their character sheet, however, they only last for a day.

I have seen Herbalists sell items that looks just like that one, except under a different name.
“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.”
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TwoHandedSword
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Post by TwoHandedSword »

IIRC, the Reanimator schematic is only available as part of a side quest during that visit to a certain Isle to which you only go once, and never again.

There's another unique tech schematic there as well (
Spoiler
Bronwyck's Gun
) so it's well worth the trip. When you're exploring the fort, be sure to speak with the 'collector' about his desire for evidence of ancient technology; he'll gladly mark your map.
Speak softly, and carry a big stick. Or better yet: a big, sharp blade. :D
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Crenshinibon
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Post by Crenshinibon »

Yeah, I think that's where I picked up that schematic. I was playing around, still trying to defeat Stringy Pete, and I was able to use the Necromizer on him and having fight his own minions, unfortunately, the naked halfling turned against me and annihilated my party.

Maybe I'll invest a few points here and there (I have nine saved up) and see if Stun Grenades or Paralyzers will help.
“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.”
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