is is possible to make a good thief and a good gun slinger

Discussion in 'Arcanum Hints & Tips' started by egervari, Jun 24, 2002.

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  1. egervari

    egervari New Member

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    Basically, can you become good pick locks, pick pocket, smithy, firarms, dodge, gun smithy and electricity without keeping up with all the necessary stat points and remaining a very good character?
     
  2. Josh

    Josh New Member

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    good character? you mean like moraly? yes, many of my characters were good people/gunslinger and pickpockets, it's quite easy
     
  3. egervari

    egervari New Member

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    I don't mean morally, i mean effective. I ran the character generator from terra-arcanum and came up with this. Does this look alright?

    Race: Dwarf Background: Raised by Monks

    Level: 50 Aptitude: 100 (tech biased)

    Alternative Background:

    Primary Statistics

    Strength: 9 Intelligence: 20
    Constitution: 9 Willpower: 8
    Dexterity: 18 Perception: 12
    Beauty: 8 Charisma: 7

    Hitpoints: 130 Fatigue: 130

    Carry Weight: 4500 Damage Bonus: 0

    Armor Class adj.: 8 Speed: 18


    Skills

    Bow: 0 Dodge: 1
    Melee: 1 Throwing: 0
    Backstab: 0 Pick Pocket: 5
    Prowling: 0 Spot Trap: 0
    Gambling: 0 Haggle: 0
    Heal: 0 Persuasion: 0
    Repair: 0.5 Firearms: 5.5
    Pick Locks: 5.5 Arm/Disarm Traps: 0.5


    Spells/Schematics

    Electric Light
    Charged Ring
    Flow Spectrometer
    Shocking Staff
    Chapeau of Magnetic Inversion
    Healing Jacket
    Tesla Rod
    Crude Flintlock Pistol
    Fine Pistol
    Repeater Rifle
    Hushed Pistol
    Looking Glass Rifle
    Hand Cannon
    Elephant Gun
    Pure Ore
    Balanced Sword
    Ultralite Axe
    Dwarven Gauntlets
    Helmet of Vision
    Ultralite Chainmail
    Elite Plate Mail
     
  4. Josh

    Josh New Member

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    well, to make an effective gunslinger, you need to put points into dexterity, more chance to shoot, perception, better chance to hit, and firearms, the Doc in Shrouded hills can do both apprentice and expert training in firearms, put some points into the explosive tech...scematic thingy, so you can learn to make your own bullets.

    yeah that character would work, doesnt have to be a dwarf, humans or half-elves will work fine
     
  5. Gunthor

    Gunthor New Member

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    Personally, I'd use a human or half-orc instead of a dwarf, but thats your choice. Then you could use Raised by Orcs (or doesn't that work...I'm looking at the Background files up close and I don't remember :-? ) and get a bonus to Melee, Dodge, and Perception. You don't want followers, though, do you? And, yeah its possibly for a decent thief/gunfighter. Can you say Hushed Pistol? I can't remember where the scem is off-hand though. Anyway, heres the makup i came up with. Personally I like it better than the one the character generator. But thats my opinion.

    Race: Half-Orc Background: Raised by Orcs
    (At Level 50)

    Stats:

    ST 11 IN 20
    CO 9 WP 8
    DX 10 PE 18
    BE 6 CH 1 (You'll probobly only get 1 follower)

    Skills:

    Bow .5
    Dodge ~2.5
    Melee ~2.5
    Throwing .5
    Backstab 0
    PickPocket 5
    Prowling 1
    Spot Trap 0
    Gambling 0
    Haggle 0
    Heal 0
    Persuasion 0
    Repair 0
    Firearms 5
    Pick Locks 5
    Arm Traps 0


    Full Smithy College
    Full Gunsmithy College
    Full Electricity College
    Novice Explosives College

    This is following your guidelines. You have more melee and dodge in case they get close AND be able to get Master in both. I'd skip the electricity college though. There's nothing really good in it anyway. (Thet I know of) Tesla's cool, but not worth it. And just like Josh said, a little into explosives for bullets, and you won't have to worry about ammo. The prowling's there for keeping quiet when breaking and entering. Trust me, it'll be useful. If anyone has comments on this, I welcome flames, suggestions, mistakes I made :), and other things that make this better.
     
  6. egervari

    egervari New Member

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    This is pretty much what I was looking for, but I think that build needs more dex (or how do you get pick pockets, pick locks, etc. to be at skill 5?) My character had the same problem with perception too since the character generator thought firearms was using DX when it should have been using perception. So, my build was impossible to make. I'll try to mix the two and try to come to a happy medium =)
     
  7. Evil Assassin

    Evil Assassin New Member

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    Be a dwarf, drink essence of intellect for +10 intel (when u need it) get samll machined platemale from wheel clan. Forget gunsmith, buy some books and nick the firearms masters gun to make a tesla gun. Get "dark sight" background and fight/steal at night. Wear eye goggles (from wheel clan and get up to shakar in the gods quest. Get lvl 1 explosives and lvl 7 electric. Aslo get gunsmithy, dodge, prowling, pickpocket, picklock. When you get 50 tech apt get magnus's gloves for +2 str, dex and con. meaning that with charged rings, you have to only get 5 more dex and put 6 points on pe.
     
  8. Gunthor

    Gunthor New Member

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    Whoops! forgot about Dexterity! Well, as I said, skip the electical college and put that into dexterity. Then only raise Intelligence to 19 and put that extra point into dexterity. Should work out, but the happy medium sure looks good from this extremely confused vantage point.
     
  9. egervari

    egervari New Member

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    I heard having charged rings were really good though. Using them, you can get some dexterity bonuses, though I'm not sure how much because the manual doesn't say. So perhaps maybe getting some points to get charged ring would be worth it? Or does the rings later on become much better that putting points here is useless in the long run?
     
  10. egervari

    egervari New Member

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    You say forget gun smith, but later you say, "Aslo get gunsmithy, dodge, prowling, pickpocket, picklock." Perhaps a more accurate build would clear this up (maybe with equipped items to see the final result?)
     
  11. Evil Assassin

    Evil Assassin New Member

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    Items: eye goggles (+2pe), 2 charged rings (+2dx each) magnus's gloves (+2dx,con,str) small oiled theives leather (+5np), cassies necklace (+40ma), tesla gun, metal boots. Electric rules for a thief. +4 dx from rings, spot traps from spectrometer, heal rate from the jacket, loadsa defence from chapeau.
     
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