Why does no site or FAQ I've read list the actual STATS of Therapeutics and herbology made items? Like what they actually do when you use them? Really frustrating they all just give the in-game description which is no help at all. If someone could point me to the stats of the found scematics for herbology and therapeutics I would be gratefull.
Keeping with the theme of the game and its Industrial Revolution, it's not that expensive to experiment and find out for yourself. HINT: Keep a close eye on your character sheet when using anything from Herbology or Therapeutics. It's pretty obvious most of the time just from the name of the item. Example: Tonic of Increased Reflexes...simple. What makes you move faster? Dexterity. So the Tonic increases your Dexterity. Use common sense with the other items.
Ya not that expensive... I only have to play through most of the game just to find out exactly what some items do.... Or load up a character editor and check that way, trouble is I can't get the one I downloaded to work. Ya I never would have thought of that one.... No its not. How much dexterity? Is it permanent? If not how long does it last? Does it stack if I use more then one? These are the things I want to know. Use common sense and don't post answers that aren't helpfull.
I'm pretty sure the files you're looking for are effect.mes in the Arcanum3.DAT/rules folder and the itemeffect.mes which is available in both the Arcanum3/mes and Arcanum4/mes (DATs). The Arcanum4.DAT would, of course, have the updated version. You'll need one of the undat tools to extract them, and they are available in the download section.
Seeing as how I have no way of knowing what magnitude of intelligence or creative thinking you possess, from now on I'll dumb down my answers for you as much as possible. In other news: Welcome to the Boards! :thumbup:
Man your kidding me? This game has been out for years and noone has a website or FAQ that will show this info? Well I guess I'll try and get that character editor working.
Before I forget again: Welcome to the forum, TinyMage! To answer your questions - No, and none that I've ever found. Edit: Tell you what - I'm not 100% certain these are what you want, but I do have easy access to these files. Drop me an e-mail with your HoL name somewhere I can see it (Spam flood season!) and I'll send them to you.
I don't remember the stats off the top of my head, but consider Theraputics as a "Buff" college. It'll add to one skill at its lowest level, and increase with successive levels as well as the number of stats/skills and durations the higher up the chain you go. Some of the advantages of this of course are being able to achieve mastery or next level of ahievement( apprentice>expert>mastery ) in affected stats or skills. For example, pop an awareness with say, 16 points in PE, and have enough to get firearms mastery without permanently shelling out CP's for it that are better spent towards a more immediate goal. They are useful for accomplishing some stat based quests or picking up certain picky followers also without spending CP's. In conclusion, it can allow you to have and achieve certain goals before you are otherwise ready or able to do so. This can also be achieved with other tech disciplines but in a much more limited and specific fashion : auto skeleton key, eye goggles, machined plate ( with the MP hack to actually add in the STR ), charged rings. One tech discipline which allows you access to even more bonuses than those examples at an early stage in the game is worth it, EARLY in the game. A buff at 50 doesn't do much good when you are the mower and the mobs are the grass.
I had to go through and figure out how they worked on my own, and was massively disappointed when elixir of hypnosis didn't work after FINALLY gathering the components and textbooks. Fortunately, someone fixed it in BugFixPatch, and I hacked it to make it last as long as I wanted: a day, a month, a year, 10. I don't have my notes with me, but I think the first four learned Therapuetics give you persuasion++, +2 ST, +2 DX, +2 PE. Other stuff has descriptions like "increased healing rate", "increased poison resistance" etc. Energizer(?) is a potion that's [EDIT] + 2 [/EDIT] to all 4 left stats, and a Vendigrothian Elixir gives +1 to all 4 right stats. Alcohol adds to some stats at the expense of others. All of the above are temporary. I believe the Brain Builder and Mind Marvel are permanent changes to stats. There's a Vendigrothian schematic you can find to build ONE potion that gives +1 to all 8 stats, permanently! As for Herbology, its potions are for neutral to tech-aptitude folks, so the results vary, or may not even work at all. I don't use many drugs other than speed, and I haven't tested what various components and chemicals do to you or your enemies. For instance, I found a drug that says you're supposed to inject on your mage enemies to knock down their WP. Since you can't pickpocket someone with FT<0, I haven't bothered with paralysis and knock-out potions. I don't think there's an enemy that fierce enough to make me want to use hallucinite or hallucination grenade to have them flee in panic.
I rechecked it myself... the last 3 in the theraputics chain are huge buffs. The Mental one adds +2 to stats on the right side Int, PE, CH, WP. The Energizer does same thing for the left +2 to str, cn, dx, be. Both last for I think 2 hours. The final one in learned stats does +2 to ALL stats for 1-2 hours. Definately huge early game boost if you are going for Mastery of all things. Haven't fully tested everything else in the found catagory