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Playing Arcanum without a violent approach (when possible)
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Muro
Mutant Patron of Deviation
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Joined: 22 May 2007
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PostPosted: Fri Oct 02, 2009 11:06 pm    Post subject: Reply with quote

Wiz wrote:
I'm still worried when I must begin the P. Schuyler & Sons quest, because these magical discliplines are very limited against zombie and ghouls.

Entangling them, running away and dispersing the spell when you're far away for them not to bother to follow you can help when there are few of them, but there will be situations in which there will be simply too much of the zombies. You may consider "borrowing" a wererat from one of the warehouses in Tarant and using it with the "kill, yet 0 kill" technique you described, or you can just run through the place.

Wiz wrote:
I didn't know the Thieves's Armor bring those bonuses. I used it one time on a halfling, but my character was inclined on technology.
Usually, armor like this are magical, I'm wrong?

Well this one is neutral. We can say that it's so professionally created towards thieves that even an embodiment of fail will be able to success at least a bit in the role of a thief because of how the armor makes your every move silent and fluent.
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Archmage Orintil
Water Merchant


Joined: 18 Sep 2007
Posts: 586

PostPosted: Sat Oct 03, 2009 10:26 am    Post subject: Reply with quote

Quote:
I know that on high levels i can run while prowling, but I'm not sure I have enough points to spend even on dextery or further perception for gaining the thieve's ability.

If you're going with magic, gloves of dexterity will free up 1 (or 2 if high enough aptitude) cp. You could also use a fate point to pickpocket the haggle master's ring so that you don't have to spend as many cps on persuasion. They're not a massive help, but they can help you with the shortage of points. There's other items that could also be useful for you as well, if only to save you from putting points into attributes.
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Wiz
Apprentice


Joined: 28 Sep 2009
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PostPosted: Tue Oct 13, 2009 5:46 pm    Post subject: Reply with quote

Some updates required there:
During my tries, i discovered that the Conveyage Discipline is quite usesful too for my purpose. It's useful especially agasint Zombies and Ghoul (because my character is limited against them) and also the teleport could help me to avoid the random encounters as well.
Haggle is useful for purchasing useful items on magical shoppers, especially the Scroll of Exit, that are damn useful if i need to exit form a dungeoun infested by ghouls, that I leaved without kill no one (see on the Schyler's basements).
I'm pretty sure i can reach until BMC mountains with 0 kills, but my doubt is still to spend at better possible the few CP that I'll earn playing this playthrough (I'm absolute sure I'll never reach to Level 50). I need to try again using maybe a different background.
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Elzaban
Untrained


Joined: 03 Nov 2009
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PostPosted: Tue Nov 03, 2009 1:12 am    Post subject: Reply with quote

I'm just finishing up a pacifist run myself. I'm in the Void at level 30 with no kills. However, after this point, it is impossible to continue without receiving kills.

The two dark champion's at the door to Kergan's castle cannot be negotiated with or persuaded to let you in. You either have to kill them both to get in, or you have to be working for Kergan (for which you have to have murdered a number of people).

After them, you have to kill Kergan, or kill the other Void inmates. You can't debate him down to killing himself with Master Persuasion what with that not working to begin with, and the fact that you need to have Arronax with you in order to debate with Kergan (not a major issue, but you have to be fast getting to Kergan to keep him from killing guys or getting killed).

So ultimately, the minimum number of kills is 3. And those 3 are only because of really weird bits of scripting or oversights in design. It's not as good as Fallout in the possibility for pacifism, but it's still a good challenge. Also, prowling all the way through the BMC is good fun.

(For reference, I played a Miracle Operation Halfling with Master Prowling, Master Persuasion, Expert Pick Locks, Expert Pick Pockets, a boomerang, Charm Animal and Charm)
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Elder Joachim
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Joined: 28 May 2008
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PostPosted: Tue Nov 03, 2009 2:24 am    Post subject: Reply with quote

Elzaban wrote:
The two dark champion's at the door to Kergan's castle cannot be negotiated with or persuaded to let you in. You either have to kill them both to get in, or you have to be working for Kergan (for which you have to have murdered a number of people).

You have to use the Ring of Shadows (found in Strange Pond) to liquidate one of the guards (plant it on them). It does normal damage over time, unlike the Baneful Gauntlets (from the IoD) which do poison damage to which the undead are immune.

Elzaban wrote:
After them, you have to kill Kergan, or kill the other Void inmates. You can't debate him down to killing himself with Master Persuasion what with that not working to begin with, and the fact that you need to have Arronax with you in order to debate with Kergan (not a major issue, but you have to be fast getting to Kergan to keep him from killing guys or getting killed).

The unofficial patch fixes all Kerghan's hostility checks, so he no longer attacks you or your followers if you manage to persuade him to surrender.

This way it's possible to finish the game with 0 kills registered.
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Elzaban
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Joined: 03 Nov 2009
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PostPosted: Tue Nov 03, 2009 10:52 pm    Post subject: Reply with quote

Really? Hmm, I'd never encountered the Ring of Shadows before, much less thought of doing something like that. Jolly good to hear about that then, and a fortunate thing that I took Pick Pockets as one of my primary skills.

There is still the issue for me of trying to get Arronax past the guards without him killing anyone or vice versa. I'll probably just have to bring a few Arcane Rings with me and give him Harrow or something. Can you cast Invisibility on followers?
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Elder Joachim
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PostPosted: Tue Nov 03, 2009 11:36 pm    Post subject: Reply with quote

Elzaban wrote:
Can you cast Invisibility on followers?

Yes, you can.
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Muro
Mutant Patron of Deviation
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Joined: 22 May 2007
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PostPosted: Wed Nov 04, 2009 12:19 am    Post subject: Reply with quote

Elzaban wrote:
There is still the issue for me of trying to get Arronax past the guards without him killing anyone or vice versa.

There's the already mentioned Invisibility spell, as well as the Sanctuary spell. Oh and by the way, something tells me you are not aware of the power of F5.
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Elzaban
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Joined: 03 Nov 2009
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PostPosted: Wed Nov 04, 2009 12:30 am    Post subject: Reply with quote

Ring of Shadows only helps against a single guard. Both need to be eliminated, however. Is there any way to get a second Ring of Shadows? As far as survivability, Sanctuary's a nice idea. I'll have a look around for a scroll of it.
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Muro
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PostPosted: Wed Nov 04, 2009 1:00 am    Post subject: Reply with quote

There is only one Ring of Shadows. With PE 20 or the Sense Invisible spell you would be able to retrieve it after killing a foe and use it again.
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Wiz
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Joined: 28 Sep 2009
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PostPosted: Sun Nov 22, 2009 12:45 am    Post subject: Reply with quote

I didn't haved enough free time in this last month, but now I've returned to playing Arcanum again.

I see Elzaban has maybe already complete this challenge. Good work.

About my playthorugh, I'm still looking to my personal way to complete Arcanum without any fighting.
Actually, the most useful spells for my purpose are Charm Beast and Entagle, plus Unlock Cantrip and a bit of Charm. I'm pretty well decided to spend more on the Conveyance disclipline, and I guess Temporal would be useful too. However, my only doubt, for now, is to figure a strategy that let me survive on dangeouns filled by ghouls, scheletons and other Not-dead creatures.
I guess Sanctuary would be a great idea, but I should spend CPs on other spells of the White Necromacy discipline that maybe I would never use it.

Actually, I'm on level 10, and I spared 9 CPs. I would try to go on the P. Schyler & Sons basements, but I'm not sure I have enough skills to beat the dungeoun without fighting.

Have you some suggetsions? Keep in mind that I'll not spend any CP on Prowling for this playthrough, I want to make it with the magical spells.
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Viktor_Berg
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Joined: 23 Dec 2006
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PostPosted: Sun Nov 22, 2009 2:49 am    Post subject: Reply with quote

How about using some kind of disabling spell on undead, paralyze, stone flesh, shrink (not sure if that one slows down), tempus fugit (+turn-based escape)?
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Elzaban
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Joined: 03 Nov 2009
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PostPosted: Mon Nov 23, 2009 9:49 am    Post subject: Reply with quote

Haste or Tempus Fugit are definitely your friends in P. Schuyler & Sons. It took me several attempts to successfully prowl through that one room with all those zombies in it right before you get to the final basement, and getting out was even worse. You basically want to be running from there as fast as possible. Or have Sanctuary, but I think it's probably easier to get a potion of haste than get a 4th level spell at level 9-10.
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Wiz
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Joined: 28 Sep 2009
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PostPosted: Mon Nov 23, 2009 6:01 pm    Post subject: Reply with quote

Very well. I think I'll definetly spend some CP on the Temporal's discipline. Pretty sure about this.

So, My magical discipline of choise would be: Nature (Charm Beast+Entagle), Conveyance (all), Temporal (all) and Charm (from Mental discipline).
I also consider to spend some point on Haggle for have some nice prices on the magical shops, especially for aquiring Intellet essences and fatigue limitators.

Also, I'm not worried about exiting from dungeouns: Exit scrolls are quite cheap to buy fortunaly.

------------------------
EDIT (after playing Arcanum)

Good, I've beaten just now the P.Schyler's dungeouns, and temporal was essential for this. I guess now I'm ready to take again this challenghe, and trying to beat it.

Then, i confirm Conveyance and Temporal (plus the essentiasl Charm beast and Entagle) as my "weapons of choise".
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Viktor_Berg
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PostPosted: Mon Nov 23, 2009 11:23 pm    Post subject: Reply with quote

You should consider Phantasm - the Invisibility spell.
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Wiz
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Joined: 28 Sep 2009
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PostPosted: Tue Nov 24, 2009 7:17 pm    Post subject: Reply with quote

Viktor_Berg wrote:
You should consider Phantasm - the Invisibility spell.


I've already thinked about that, but at least I found the other spells of the Phantasm discipline are not worthy for the way of play that I'm trying to planning. I think that, despite Invisibility, the spells of the Phantasm discipline are more useful for helping you during a duel, despite to avoid it.
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gridreaper
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Joined: 06 Nov 2009
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PostPosted: Wed Nov 25, 2009 3:24 am    Post subject: Reply with quote

Playing as an half-ogre helps as well. In Tarant (aside from The Boil), the muggers will leave you alone.
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General Mandible
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Joined: 06 May 2009
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Location: The center of the ant-hill

PostPosted: Mon Dec 07, 2009 3:49 pm    Post subject: Reply with quote

I remember trying to run through that pass over to the side where Caladon is (forgot its name). I made it to where you can use the world map but passed out from fatigue. I was so close and it could be done.
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