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a techboy starting tip

This forum is to be used for all discussions pertaining to Troika Games' Arcanum: Of Steamworks & Magick Obscura.
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Dark Rook
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a techboy starting tip

Post by Dark Rook »

if yer into technology and have some pawns (such as Sogg mead mug) yer best bet is to start off with the sickness trait (-7 to some stats but =6 to int) then plough yer points into schematics, once you have the hardware(which should be pretty soon) then put points into stats that`ll help you use them

this may sound like a wierd idea but trust me...it works
An optimist sees the light, follows it AND IS BLINDED BY IT
A Pessimist sees the light, avoids it AND WANDERS BLINDLY
The realist carries a torch!
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fable
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Post by fable »

Intelligence is a very important factor for tech types, true, but you'll also need some strong charisma for troops if you can't do the fighting, yourself.

I really have to go back and play Arcanum, again. Only this time, I'm doing a spellcaster. I'm sick of micro-managing all that techno inventory. :D
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
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Ned Flanders
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Post by Ned Flanders »

If you want to challenge yourself fable, stay away from black necromancy. harm is way too overpowered, I think we've discussed this here before. try an odd combo like water elementalist and mind control with combat points in bow.
Crush enemies, see them driven before you, and hear the lamentations of the women.
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