Not sure why I bother since it seems this place has understandably declined over the years. Part of me holds out hope that Arcanum will get a modern remake and then part of me dreads that Arcanum will get a modern remake. Thankfully it's probably never going to happen. However recently I went on a binge listening to lectures about the War of the Rebellion while at work and that got me thinking about Arcanum. I had intended a few years ago, well, many years ago, to play as a sort of Teddy Roosevelt inspired character. I still like that concept but I've never actually taken the time to implement it. The last time I sat down to play Drog's latest patch was out and I did a test run and then got sidetracked when I figure out how to modify the tech disciplines and modify the guns in the game. A suggestion on RPG Codex was that firearms should be slower but powerful and do lots of fatigue damage. So reduced the speed of all guns and implemented a gradual increase in ammo consumption, basically +1 more bullet for ever 10 damage after 20. A way to simulate higher calibers. By making the flintlock, old flintlock, and handcrafted flintlock low range, low accuracy, slow, but powerful guns, they actually became an option at the crash site. Didn't play far enough to see how broken later guns might become, what with apprentice training and all. I also modified Gun Smithy so that the Fine Revolver is the first schematic, then a shotgun, which has low range but a high TH. I also changed the Smithy tree so that Pure Ore is replaced by the Balanced Boomerang. I figured that the Handcrafted Flintlock was kind of a waste of space and that it was just BS to spend a character point just to manufacture and ingredient. I also replaced Strong Poison in chemistry with tech version of the Liquid of Skin Thickening. Worded it as this salve you pour over your skin that toughens it up for a limited time. Of-course it stains your nice suit so think carefully (that's a "joke"). I think I contemplated or attempted to change the Electric Light into something actually useful, but I can't recall if I did or not. When I play again soon I will rediscover what I might have or might not have done. I have two days off this week. If I'm ever feeling really ambitious I will try to make a new item or two; the first being spring-heeled shoes which increase Speed and Dodge Skill for techies. Inspired by the old Spring-heeled Jack legend. I've also contemplated some additional tech rings but the reasoning is flimsy. I was thinking of a sort of "Swiss Army Knife-Ring" that increases lockpicking skill, repair, and disarm traps, while providing +1 to Perception and Dexterity. (the Perception comes from its built in magnifying glass for all manner of intricate operations) and the DX because using the ring requires a deft touch (right). Techies have no neck items to equip, so I recall that I added +BE modifiers to some fancy jewelry so that they can at least wear something. Though I also thought up the concept of, but of-course did not implement, the idea of a Necklace of Magnets. Naturally magnetism is known to have adverse effects on magick as well as positively effecting the human body. So it would give +10 MR and +2 CN (or maybe +1 CN and +1 ST). A more ambitious idea was a two technological gorgets; the Tesla Gorget and the Gorget of Injections. The former casts Shockshield on the wearer when attacked but consumes charges. The Gorget of Injections automatically injects the wearer with needed medicinal items during combat, restricted to basic healing items like the salve, fatigue restorer, and poison cure. These ideas are just daydreams, I doubt I'd ever get around to learning the scripting/coding necessary to implement such things, though importing the art assets probably isn't beyond my ability if I set aside the time for it.