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a techboy starting tip
Posted: Tue Feb 26, 2002 6:03 pm
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
Posted: Tue Feb 26, 2002 6:23 pm
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.
Posted: Wed Feb 27, 2002 4:09 pm
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.