I had an revelation earlier; I always thought that the fact you naturally couldn't get the full intelligence boost from the revitalizer from therapeutics, without using cheap things like essence of intellect on a tech character, was a bit of a design flaw. Let me explain: At intelligence 15 in therapeutics you can get mind marvels (+2 to all mental attributes if you didn't know) that will let you hit an intelligence of 17 (and then can invest points in tech at this level, regaining access every time you take a mind marvel which last for a pretty long time). However, in order to get access to the revitalizer (+2 to all attributes) you need to hit an intelligence of 19 - meaning you have you would have to potentially have to invest two points to reach 19 but by then the intelligence benefit you get from the use of a revitalizer is somewhat wasted (intelligence as I'm sure people know is capped at 20, so all you're getting is a +1 boost which - aside from the boost that comes with level 20 intelligence of an extra percentage chance on all skills and an extra spell slot - isn't that useful. In fact, a lot of tech characters probably only want to hit 19 mark so they can spend the extra character point elsewhere). This may seem negligible, but as the whole point of therapeutics is to save it seems pretty counterintuitive. So, previously I thought the only way to get full use of a revitalizer is to use an essence of intellect - which is a bit cheap on a purely tech character which the game encourages given the magick-tech divide. Sure maybe you can only use it the once to seed the first revitalizers (so at intelligence 15 quickly use one, level up therapeutics to full then quick as you can build a revitalizer - from then on you can use both mind marvels and the first revitalizer, which last a long time comparatively, to make more), but why would a tech character want to do this given the game's magick vs tech theme? To me, it seemed like an oversight. But then I realised, there is a tech work around - in fact I'd wager to say it's a reasonably clever and intentional idea from Trokia. The brain builder schematic (+1 to all mental attributes and -1 to all physical permanently) can be found at the Wheel Clan, however it's opposite the muscle maker (vice versa permanently) is in the Stonecutter Clan where a person in the Wheel Clan directly leads you on a quest. Reading into this it seems like the devs expected a tech character to naturally want to talk to techie dwarves and be lead to this location. It also allows you to hit intelligence 19 by using brain builders (requiring a mind marvel and another ingredient you can commonly buy, using tech manuals to fill out expertise) then once you've built some revitalizers you can normalise yourself with muscle makers (using an elixir of physical prowess from a previous therapeutics level and again a common ingredient, again allowing missing non-therapeutics expertise needed to be filled out with tech manuals) getting the full benefit from the revitalizer which gels nicely with the idea of saving character points like you're supposed to with therapeutics. Maybe this was always obvious to people, but at least for me until now it went way over my head. I guess the whole point is this subtlety is one of the many things that drills home in some ways what a well crafted game Arcanum is. Though I may be being presumptuous, it seems like the synchronicity of obtaining the brain builder and muscle maker more or less at the same time and that they are pitched at a point where you are at a reasonable level to appreciate them (I was at 25 in the Wheel Clan with a skill heavy build, so I'd only just hit the requirements for a Brain Builder - characters with a party in tow would be an even lower level) is likely a very clever design choice rather than coincidence. It also bring to mind of other nuggets of cleverness, such as in the plot where... Spoiler You can have Nasrudin and K'an Hua face off if you play your cards right, or have the Bane of Kree ravage the world again after the Void if you give him Kryggird's Falchion and ensure that he lives through the final fight. Even though Arcanum has shortcomings, things like this serve as reminders that in some ways its a very complex and well thought out game. Building towards my inevitable question - is there any realisations you've had about the game's plot or mechanics you've had recently that have made you on some level appreciate it more?