So I finally finished the game with the dwarf, and it was pretty good. The crafting still was rather tedious however, I think I made in the region of 600 paralysis grenades (100 before BMC, 200 mid Wheel Clan, 150 at Caladon, 150 for Vendigroth and end game) as I wanted to spam them in most combat (I could first make them even before the BMC) and that crafting obviously takes time. However, you could probably save a lot of time by going for a mix of paralysis and stun grenades, stun grenades just last significantly shorter. I will say that paralysis grenades make the final boss a piece of cake, as he's not immune to them like he is the Stasis spell by dint of 20 WP (at least I recall he's immune to Stasis, it's been a while since I've played a mage). In terms of how to craft efficiently, here's my dork's guide to the thief crafting process: Spoiler To do is most effictively, you’ll want to empty all your inventory apart from money and all of your quick slots. Then purchase 16 Monroe’s Cleaner, 16 Varham’s Aqua Vitae, 12 Saltpeter, 12 Stearic Acid, 2 Spirit of Camphor, 2 Famous Blood Pills, 2 Tincture of Arnica, 2 Rheumatism Cure, 1 Migraine Cure, 1 Doolittle’s Glyceride – putting the largest items in your quick slots. You’ll also need to covert 1 Monroe’s Cleaner and Varham’s Aqua Vitae into Strong Poison, then you can also put Strong Poison in a quick slot too, as it’s the only way all of this’ll fit. In terms of where to get this all from, just use the general store in Tarant for the Cleaner, Aqua Vitae, Saltpeter and Therapeutics ingredients – then get the Stearic Acid from the inventor. Hightail it back to Black Root on the train, convert your remaining Cleaner and Aqua Vitae into Strong Poison and transfer them into the bin outside Annabelle’s Galley (don’t worry, you’re coming back for them). The final 3 crafted will drop on the floor, so transfer three to the bin before this happens. Then go to your chest in the Drop Yer Anchor inn room, make your Therapeutics and Stun Grenades, store your Therapeutics and grab your 4 Chemistry Manuals. Go back to your binned Strong Poison, convert them all into Paralysis Grenades with the Stun Grenades, and store the Manuals and however many grenades you want back in your chest. All of this should only take about 20 minutes-ish, and this gives: => 48 Paralysis Grenades => 6 Elixir of Physical Prowess => 6 Tonic of Increased Reflexes => 3 Liquid of Awareness When you don't need the therapeutics late game, you can swap them for Ginka Roots and Kadura Stems as per below. Also, if you buy a Scroll of Exiting, you can use it immediately when you get off the train at Blackroot to warp straight to the inn. The scrolls are also sold by the general store in Tarant. In terms of how the build can be changed, honestly getting an Auto Skeleton Key and any Disarm Traps, while good for flavour, is pretty pointless (I didn't get the Auto Skeleton Key until level 48, and by then I'd done all the relevant thieving related lock-picking to be had in the game). As mentioned, you can also use strength spell to shave further character points off. Where you'd want to put these is up to you, but the character only needs two points to also master Firearms, so that's not exactly a bad idea. For the other Therapeutics and crap I crafted, I made 16 Muscle Makers, 16 Brain Builders (representing going up and down to max INT 4 times if necessary), 15 Energizers, 14 Mind Marvels, 50 Plastique, 10 Time Bombs and 10 spare Dynamite. This was almost all assuredly overkill, I think I used 4 each of the Muscle Makers and Brain Builders and probably 6 or less of the other Therapeutics and Plastique. For hitting masteries, a Mind Marvel, a Liquid of Awareness, Halcyon's Blessing mid-game and Eye Gear from the BMC will let get the necessary PE to do the Disarm Traps and Prowling masteries at Caladon after a -2 Muscle Maker drop, then the earned Trapmaker's Spectacles with x2 Charged Rings, Tonic of Increased Reflexes and an Energizer will let you level all your DE skills and do relevant masteries (e.g. Throwing) when you want to. You can use the blessings you get in the middle of the game to get certain masteries (e.g. Bolo for Pick Locks) then put points in these later when you lose the blessing and gain Velorien's. All the blessings do make levelling the build a bit confusing at times, so that's something to watch out for. Here's how the build looked at the end of the game (going the Energizer/Mind Marvel/Liquid of Awarness/Tonic of Increased Reflexes route for the special occasion): And here's the inventory, armed for bear (the cursor was on the Aerial Decapitator, but I cropped it like an idiot and have since deleted the original, and I'm just too lazy to screen shot again): So that's finally the build I posted up over a year ago, I got there in the end. I post up the Escaped Lunatic build tomorrow most likely when I have the time. As a side note, here's a final weird thing I noticed. Spoiler Apparently the map in Arcanum isn't drawn so accurately: I thought it was worth a mention, but probably not it's own thread.