Poisoner

Discussion in 'Arcanum Hints & Tips' started by Vorak, Nov 24, 2003.

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  1. Sinbad

    Sinbad New Member

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    You are WAY off the mark on this one. I always play neutral characters and that's the ONLY way I've managed to beat the game. I tend to concentrate on developing my characters skills and abilities, build up both magic and tech. And I think that the only one of my characters to ever approach a Strength of 20 would by my ogres. I concentrate a lot more on beauty, charisma, persuasion, dodge and throwing than on sheer bull strength. I develop skillful characters with finesse and grace who can walk the tightrope between the two extremes and do it well and they consistently beat the game. :p
     
  2. Vorak

    Vorak Administrator Staff Member

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    Odd, Sinbad I;ve finished with Tech, Magic and Neutral Characters. What do you find so hard about Tech and Magic type Characters (aside from not being able to use certain stores)?
     
  3. Sinbad

    Sinbad New Member

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    I'm not saying it's harder to finish with pure Tech or pure Magic character, Richard. What I'm saying is that Solaris and Settler are all wrong about it being hard to finish the game with a Neutral character. :/

    I just happen to prefer the balanced approach to life, so I tend to go that way in the game, I guess. There's nothing wrong with the others, I just don't care for them because I like to use certain things from both sides of the Magick/Tech spectrum of the defense/offense arsenal of goodies, skills and tricks. Maybe favoring throwers has something to do with it, too, since I like to be able to make different things when I need them to throw. But I also like to be able to heal myself without taking up the space I need for my throwing stuff for healing potions, etc. So I make tradeoffs, use the AllFather Blessing, and balance Magick/Tech so that I can use what I need to use for the specific character in the specific place and time. :)
     
  4. Vorak

    Vorak Administrator Staff Member

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    Ah, so youve gotten the All-Father's blessing. This site has so many contradicting orders in which you must make offerings to the gods, that its not funny. Could you please tell me the precise order that you used to get it to work, because I'll be damned if I know how

    PS. I am aware that this is a major Gravedig but, Meh
     
  5. Some Strange Man

    Some Strange Man New Member

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    according to the main site walkthroughs

    Arcanum Gods Quest
    Arcanum Gods Quest


    Based on reading the book ?The Pagan Gods Of Arcanum ? and viewing the diagram in Aldous T. Buxington?s office it can determined that giving offers to the gods in a particular order will result in a special bonus. Note the book talks about three fives and then the one. Also talks about the road starting with wisdom (Ter?el) and another road with heart (Torg).

    The order in which you make offerings and the benefits received have been listed below.

    Once you have completed this, you cannot make any more offerings to the gods.


    GOD LOCATION SYMBOL OFFERING
    First Circle
    Ter?el Falcons Ache Tree Litani
    Makaal Bedokkan Village Snakes head Heartstone
    Alberich Wheel Clan Dwarven head Lava Rock
    Geshtianna Stillwater Three headed woman Passion Root
    Halycon Vooridean Sun Olive tree branch

    Second Circle
    Torg Torgs altar ogres head ruby
    Bolo Bolos altar hand ring
    Kerlin kerlins altar coin mnura coin
    Shakar Kree head of ram bone dagger/kite sword
    Moorindal Ancient temple moon Black diamond

    Third Circle
    Alberich
    Makaal
    Kerlin
    Bolo
    Kai?tan - Gorgoth Pass - The World - Geode
    Wheel Clan

    Final
    Velorien - Vendigroth Ruins - Your Character

    GOD OFEERING FOUND BONUS
    First Circle
    Ter?el Ashbury +1bow
    Makaal Bedokken village +1dex
    Alberich BMC/Wheel clan +1 str
    Geshtianna - Glimmering forest area +1beauty
    Halycon - Wheel clan +2 Wis +1 Spot Trap+1 Heal +1 Per (lose other bonuses in circle)

    Second Circle
    Torg All over +1con
    Bolo All over +1picklock +1pick pocket
    Kerlin All Over +1haggle
    Shakar Orc bandits, kites, random monsters +1dodge
    Moorindal all over +1.75backstab +1prowling

    Third Circle
    Alberich +1str
    Makaal +1dex
    Kerlin +1haggle
    Bolo +1picklock/pocket
    Kai?tan +2 Beauty/+2 Charisma/+1 Bow (lose other bonuses in circle)

    Final Velorien +100 Hp/Fat +2 Melee +3 Dodge +4 Dex +3 Pickpocket +2 Firearms (lose previous circle bonuses)

    always works for me.
     
  6. Sinbad

    Sinbad New Member

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    Sorry I didn't reply, Richard. I was out of the loop and didn't spot your question until now, but the list above is indeed correct in terms of the order in which you do the quests. The bonuses for Velorien's Blessing are a bit different than what are listed and are actually:
    resistmagic +30, dx +4, resistdamage +30, maxhps +100, maxfatigue +100, melee +12/4, pickpocket +12/4, persuasion +12/4, firearms +12/4, dodge +12/4

    And yes, I do know that these are correct because I took them from the effects.mes file and the only alteration that I have made to them is to add the "/4" here to indicate those places where it takes 4 points to make a complete point.

    As for the other blessings, I didn't check them, but if you want to check them yourself, it's easy enough to do by just looking them up in your effects.mes file from Arcanum3.dat in the Rules folder. That is, if you don't have it extracted and in your Arcanum\data\Rules folder already. :)

    The key to solving the Gods quest was Mazzerin's Diagram. I did a screen print of it and printed the thing, then tried it in different orders until i found the right one. After I had done it once, I looked up the actual blessings in the effects.mes file to be sure what I was getting and whether it was really worth doing again. Now I tend to time my characters' development of certain skills around the cycles to maximize my benefits from it. Unfortunately, even when it is a blessing from a god in Arcanum, the game won't let you exceed the maximum stat for your race. :???:
     
  7. Solaris

    Solaris New Member

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    I am still puzzled over the Firearms bonus from this blessing. It is totally unfair to mages, as it reduces their MA- while by that time you are usually level 50, with all points invested, and can't change much.
     
  8. Dark Elf

    Dark Elf Administrator Staff Member

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    Does it change MA? From what I've heard it shouldn't change your aptitude in any way. Did you try?
     
  9. Solaris

    Solaris New Member

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    Firearms is a technological skill, just like lock picking. The firearms bonus you get from Velorien's blessing reduces your MA by 15% I think.
     
  10. Dark Elf

    Dark Elf Administrator Staff Member

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    Yeah, I know it's a technological skill and that three ranks in it should push you 15% towards tech, but Shady has it that it doesn't:

    Click here. It's a link.

    He has tried it, and evidently it didn't lower his MA. And I wouldn't want to question Shadys' judgement ;)

    Maybe blessings differ in respect of aptitudes.
     
  11. Solaris

    Solaris New Member

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    I'll have to check this out. As soon as I complete my gunsingler team game, I'm planning to try an evil mage on an evil path. The only problem so far is how to get Mastery in magic, because the evil path doesn't lead to Tulla.
     
  12. jankiel

    jankiel Member

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    There is no way to get the Mastery in the evil path,
    to enter Tulla you need to kill the guard but then the whole city turns hostile and the masters of magick are gone.
     
  13. Solaris

    Solaris New Member

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    If you kill the guard, I believe the gate will not teleport you into the city walls.
    The question is: if I teleport directly to Tulla, will I appear outside or inside?
    Unfortunately, I forgot the answer.
     
  14. jankiel

    jankiel Member

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    If you don't kill the guard the teleport gate will work but the whole city is hostile and if you don't kill him the gate teleport will not work.
    And if ya teleport directly you will appear outside
     
  15. Demosthenes

    Demosthenes New Member

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    What about using Dominate Will on the guard?
    You can enter Tulla by plotting a Worldmap course that has you traveling through it and then stopping your travel when your dot is over Tulla. With a few tries, this should pop you somewhere inside the city.
     
  16. jankiel

    jankiel Member

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    Dominate won't help.
    Yep you will appear inside but I'm not sure if the masters will be there
    because when you fight your way inside they are gone
     
  17. Demosthenes

    Demosthenes New Member

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    You're not fighting your way inside if you do the map walking trick. I've personally not done this trick, can someone confirm it?
     
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