What should I spend my 11 char points on?

Discussion in 'Arcanum Hints & Tips' started by Gribnitz, Jan 21, 2003.

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  1. Gribnitz

    Gribnitz New Member

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    My dwarf ended up going pretty heavy tech, maxed in mechanical and smithy, with a few points in charisma for the extra followers.

    Now I am trying to figure out what else I should have been putting points into. Most of my followers do all the fighting for me, so I don't do much in combat.

    What is a fun and interesting way to go? Should I just dump more into some of the other tech fields or go thief type or more combat? I did try once with a save and go pick pocket, but I have to raise my DEX a lot to get any good at it (raised INT and CHR only so far).
     
  2. Lagash

    Lagash New Member

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    If you're good at melee of firearms, then go for the electric tech discipline... you can build some goodies there...:
    Charged ring: +1 or +2 DX
    Flow Spectometer: If I remember correctly is like a spot trap item.
    Healing jacket: accelerate healing
    The two electric staves and the excellent Tesla gun.

    Of course if alignment isn't a problem, go to the Bange... nah... thieving types are fun too, just make sure you have a lot in lockpick and prowling.

    Well, those two ways are good to have, if you can both, better... ah, to hell! Go to the Bangellian Deeps and there you'll find an excellent melee weapon! You'll be unbeatable with it, I can assure you! :cool:
     
  3. Canis

    Canis New Member

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    I'm having this problem now too. It seems that with the main character I like to play, he becomes complete somewhere around level 35 and I start to pile up the character points. Don't need electrical since I've got Sebastian and I hate the Tesla gun. Don't need thieving since a) he's not a thief; b) my hand cannon works just dandy IF I really need to open something; and c) there aren't enough traps in the world to make that skill worth it, especially with the nice scrolls lying everywhere.

    This will require some more thought. Or I could just forget about it and let the points continue to pile up, not like I'm missing out really.
     
  4. Shadygrove

    Shadygrove New Member

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    About that time I start to use the blessings in the god quest to get advanced training. Putting 1 point in a skill to get Expert training is just my cup of Earl Grey. You can use up 6 to 10 points that way.

    Chem for Poison Arachnids? Electrical for Charged rings? Therapudics for DX, PE, & ST potions? Explosives for things like the Explosive Decoy? Or just to blow things up, that's always fun.

    But I often have PCs laying about with 12 to 25 unspent points, so I guess I can't realy talk.
     
  5. Serak Vulnar

    Serak Vulnar New Member

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    Firearms is a fun tech college, but you need to raise your perception and firearms skills to make it worth it. :rifle: :minigun: The dwarven characters start with a slight bonus in firearms anyway, so that might be a viable option for you. I agree with Shadygrove that Therapuedics might be good for you since you haven't invested in most of your attributes besides Int and Char. But if you have Jayna, then that'd be wasteful. Explosives and throwing are nice, but watchout for your followers.
     
  6. Gribnitz

    Gribnitz New Member

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    I guess full out Tech is the way to go. You have to raise your attributs so much in order to advance in other skills, I doubt I would be very good at anything else.

    Think I will go the explosive and electrical route. I think I have 15 points now. I have Jayna, although its a pain buying her ingrediants, wait a day, then buy some more. They need to have the shops stock more stuff like that. I can understand one gun, or one steam engine, but 1 plant at a time?
     
  7. Demosthenes

    Demosthenes New Member

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    you can find plenty of plants in the wilderness or around town. ashbury has a bunch in a nice neat row.
     
  8. Shadygrove

    Shadygrove New Member

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    Walk the far shoreline to the west of Tarant.
     
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