A little help with character creation

Discussion in 'Arcanum Hints & Tips' started by Johns, Sep 23, 2004.

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  1. Johns

    Johns New Member

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    Ok, so i am a little confused now. there just seems too many options for a strong build. So i'd need a little help.

    What i am thinking of is a techie/talker kinda guy, i want to abled to talk to people, and if that doesnt help, shoot em :) So techie because of the guns and but mainly a talker.

    Wich stats should i boost? charisma and perception obviously, but how important is beauty or intelligence? or dex? or is this build unusable?

    discuss.
     
  2. Xz

    Xz Monkey Admin Staff Member

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    if you wanna be a talked, inteligence is a must, also you should go for persuation,

    for shooting, go for perception, and fire arms, and the more charisma you have the more followers you can have (charisma / 4 = followers)

    beuty is good if you want people to get a good reactin when they meet you. dexterty, if you're gonna be a theif its a must.
     
  3. Johns

    Johns New Member

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    So my main stats should be perception and intelligence then? doeesnt charisma affect speaking at all?
     
  4. Blinky969

    Blinky969 Active Member

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    charisma is the trait for persuasion. intelligence is the trait for firearms. perception is necessary to use firearms. if you have any extra, beauty doesn't hurt, or dex if you want to be a thief.
     
  5. Womble

    Womble New Member

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    Tech characters...

    First off, boost up DX. DX is ALWAYS needed for EACH character, as it determins your speed., and most combat skills depend on DX.

    I guess you want a Firearms+Persuasion specialist.

    1)DO NOT waste character points on firearms. There is plenty of fine guns to steal out there, both medium and high powered.
    2)Play as a halfling. They have a racial bonus in DX and the maximum DX of 22. Among other things, it allows you to up your DX to 18, give yourself a temporary boost to 20 with one of Jayna's elixirs, and you have enough speed for the toughest of battles until you complete God's quest and receive the bonus of +4DX (this way, not a single character point is wasted).
    3)Take Educator background. There are three gun toting followers in the game, but no one of them has the Apprentice status in Firearms, and it makes them too slow. Educator background is the only way to teach them Apprentice status without cheating. If you choose a different background, arm your followers with the fastest guns they can handle, even if they are 1ST short from the gun's MSR requirements.
    4)Necessery Stats to boost up: DX, PE, CH. Plus boost up your ST to 10 at least (so you cold handle the Mech gun in due time).
    5)Necessery Skills to develop: Firearms, Pick Locks, Persuasion
    6)Optional stats to boost up: ST to 15 if you want to handle a blade launcher or a Tesla gun (both are cool, neither is truly necessery), higher if you plan to put on a heavy armor or carry a lot of bullets on your person. IN to 9 if you want to learn ALL of the schematics in any of the tech disciplines.
    7)Optional skills to develop: Dodge, Throwing or Pick Pocket.
    8)MUST HAVE followers: Jayna (for her elixirs), Magnus (for eye gear and auto skeleton key), Vollinger (he can make repeater rifles which are needed to make Mech guns), Sebastian (he can make grenades, Moreover, he can THROW them! Although his accuracy surely sucks, even with five points in Throwing. I also recommend having an Ogre in the team- they are good to carry those 6000+ bullets plus the extra grenades without slowing down).
    9)Tips on equipmnt: MUST HAVE: charged rings, eye gear (don't learn to make eye gear yourself if you have Magnus in your team, wait for him to learn them). If playing a gnome, dwarf or halfling, the recommended armor is Gnomish chainmail- you won't get its magickal bonuses, but it is still the best protection-to-weight balance you can get. For the same reason, dress all your normal size followers in Dread Armor (you also won't have to worry about their armor being broken, as the Dread Armor has some 10 000 hit points).
     
  6. Peter Quincy

    Peter Quincy Member

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    Some things to consider:

    1. If you are on the road to technical enlightenment, and wish to survive to reach the hights of intilectual power, it is necessary to be able to move, fight, and heal yourself effectively, otherwise all your notes and schematics are worthless. Being encumbered reduces speed, which reduces movement and how fast you fire, and increases the amount of fatigue drained when your preform any strenous activity. This means that you do less damage, are more vulnerable to being mobbed, and fall unconsious more easily. There are several ways to limit these problems.

    First, having 10 strength is VITAL, (12 or more is preferable) if you plan on wearing heavy armor of any sort.
    Second, designating followers to carry non-essential items is also favorable to decreasig overall tonnage.
    Third, stashing items you don't need in stategic locations is recommended. The sewer sytems in Tarant are good for this since Tarant is near the center of Arcanum and during travels one is likely to pass through or by it.
    Fourth, Rings of Speed will boost both your speed and AC through virtue of their bonus to DX. Since they stack, you can wear two. (Chug a Tonic of Increased reflexes for and additional boost.
    Fifth, determine whether the components you carry weigh more combined or seperate. 5 Healing Salves weighs 25 stone while their components weigh a total of 2 stone.

    To maximize offensive power, stay focused, and maximize your firearms or melee skill as fast as you can. If using projectile weapons, move as little as possible to get the best chances of hitting so your move points can go into firing.

    Also if taking potshots at overzealous wildlife is your forte, I high recomend carrying molotov cocktails for when the enemy has managed to swarm you. These little darlings do area damage and have the added bonus of knocking your enemies away from your general vicinity. As a first-level explosives choice, they are invaluable and when your enimies are next to you, even if you haven't invested in Throwing, it shouldn't be a great problem to hit them.

    As for healing, learn to make salves or aquire someone who does, they are the best way of repairing damage if you're not after a doctorate in Herbology. Keep some Fatigue Restores on hand to to remain concious and revive unconcious spellcasters.

    The best weapon I've found is Looking-Glass Rifle. 40-40 Damage and Accurate even at range. It will put a dent in anything though magic types will occasionally make it malfunction.

    Lastly, as soon as you can, visit Ashbury and find Worthless Mutt. This canine carnage machine can absorb horrific amounts of damage and will terrify your enimies more than any herb-swollowing, pistol-weilding manic with a degree. Dog truely is man's best friend.

    Hope this is helpful to you. and any other greasemonky who cares to peruse it.

    :)
     
  7. Womble

    Womble New Member

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    I disagree with the last one. Healing yourself is not necessery. You just need a good healer follower.


    However, one must consider whether this particular character needs heavy armor in the first place. Archers and gunslingers usually don't.

    But the very best trait of Molotov is that throwing them does not cost action points. My favorite way of dealing with the toughest opponents or those who are problematic to fight for one reason or another (fire elementals, for example, damage both your weapons and armor when you hit them) is to corner them and then bombard them with Molotov until they die.

    They are not. For a techie, nothing beats bandages and the Healing skill. Salves heal too little hit points. Although they CAN be useful either when you are still low in levels or as an emergency heal (they're quick to use).

    This is only true for an unpatched game. If you are patched, acquire a hand cannon as soon as you reach Tarant, and a mechanized gun or a blade launcher as soon as they become avaliable. Tesla gun is also good, although costly ammo wise (charges are not avaliable in quantities as big as bullets aer).
     
  8. Phadech

    Phadech New Member

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    Molotoves can be cheap and quick, but they are so weak and they cost too much room in the inventory. I always prefer concussion grenades (If I go melee-ish) or explosive grenades.

    And why not use a Tesla Gun? Am I missing something?
     
  9. Womble

    Womble New Member

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    Molotovs are a hell of a lot lighter than grenades (I am talking 4-5 times lighter) and I didn't notice them doing much less damage than explosive grenades.

    I didn't say "don't use it", but Tesla's reputation as "the best gun" is undeserved. See my firearms research:

    http://www.terra-arcanum.com/phpBB/view ... m+firearms
     
  10. Phadech

    Phadech New Member

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    Of course molotoves are lighter! :lol: What I meant was they cost the same space with explosive/concussion grenades and it wasn't worth carrying them. And even if there's not extreme damage difference, I prefer to go for them to increase the explosive expertise for custom schematics.
     
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