Tech manual for Dwarf

Discussion in 'Arcanum Hints & Tips' started by awarlock, Aug 29, 2002.

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  1. awarlock

    awarlock New Member

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    ***TECH MANUAL QUESTION (yes i have done a search in the forums before posting this)

    When i was a human around lvl4 i got a tech manual and i inspected it with the hand icon thingy and then i could suddenly use the first two levels of that tech manusal's schematic. I got explosives tech manual dragged it to my hand icon and then i could use moltov and flash grenade. Just like that! Same thing with the other manuals..cool. :razz:
    So then i started a new game as.....


    ***BACKGROUND INFO

    I am a lvl6 Dwaf
    st 11
    cnt 9
    dx 10
    be 3
    in 11
    wp 8
    pe 10
    ch 10

    Apprenticed in everything apart from thieving skills.
    I have one point for Persuasion and one point for Throwing.

    The only point i have in Schematics is for Explosives
    there is a number 21 besides my explosive schematic
    I can only use the moltov cocktail ( which kicks ass ) :minigun:

    *** NOW THE QUESTION!
    I went to Tarant University again and picked up all the Tech Manuals. BUT I CANT USE THEM????? I open inventory and when i click it and drag it into my hand/inspect icon it shows up RED and wont let me use it. WHATS UP??

    WHYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY?????? *sob* oh dear lord whaiiiiiiii?? :(
     
  2. Menkhur

    Menkhur New Member

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    It's a trick in the game to discourage Techonogly users.

    Magic is, was, and will be always better, superior, more powerful, and environment friendly.

    (Just kidding with all the previous remarks)

    I honestly don't know.
    I had the same problem and I never used a Tech character after that.


    I'll be interested to see the replies here.
     
  3. Darkwalker

    Darkwalker Member

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    In order to "work" the tech manuals purchased in Tarant merely need to be in one's inventory. It's not much, but you will receive some skill in the field of the particular manual you have opted to place in your inventory. On a happy note, the explosive manual will give you all the skill you need to create the pyro-technic axe. Now get out there and find that schematic!


    I'm sorry, I forgot to mention that you must have achieved a respectable ranking in the smithy discipline as a prerequisite to create weapons like the pyro axe. I'm not positive, but I think Technician will do. To reiterate, the explosives manual will suffice for minimum knowledge in the explosives discipline in order to create the pyro-axe.
     
  4. Menkhur

    Menkhur New Member

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    Really?

    Will having two manuals of the same kind increase the skill level proportionately?
     
  5. Hel Khat

    Hel Khat New Member

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    HEY welcome to the forum awarlock I'm a warlock also one of my Handles is Warlocq it's good to see a fellow Pagan haunting these pages :)
     
  6. Darkwalker

    Darkwalker Member

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    Master Menkhur, I hate to squash your hopes, but no. In fact, you cannot have any skill whatsoever in the discipline you wish the correlating manual to give you the help knowledge in.


    Please disregard the above information, multiple books do offer collective points.
     
  7. Menkhur

    Menkhur New Member

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    MASTER Darkwalker....
    Let me congratulate you in your advancement.... :D

    Thanks for the info....
    Doesn't hurt to ask, though.
     
  8. Hel Khat

    Hel Khat New Member

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    Um excuse me Master Menkhur but I am wondering how can I walk like a cat while I am flowing like a river? (I wouldn't want to drown or anything we cats don't like to swim) :eek:
     
  9. Menkhur

    Menkhur New Member

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    Ah!
    The answer lies in the question ...

    It is one of the secrets of Ta'i Chi.
     
  10. Shadygrove

    Shadygrove New Member

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    Tech manuals increase your aptitude in a college. They should not give you knowlege of schmatics. Did you add a patch or mod between the games?

    Each manual raises your tech aptitude (the little red number visible in each college in the tech section in the charicter editor) in the subject by your IN. The books check on the way in, you can use a potion of IN, magic or tech, but take it before you load the books on board.

    Example, Gunnar Thorvaldson wants to make a pyro axe, but he has been learning electricity. His IN is 8. The pyro axe wants 8 in explosives & 20 in smithy. Gunnar needs 1 explosive manual & three smithy manuals. Or 1 E, 2 S, & a magical potion of IN. With the last combo, an IN of 5 will do the job.

    Hope that helps.
     
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