So through experience what would you never (again) do in Arcanum? A few months back I was trying to create the ultimate solo dwarf tech thief character (no perverse tech-magick crossovers like I normally love). Tech thieves are pretty character point intensive even with points gained from the thereapeutics I was using; we're talking max melee, dodge, backstab, prowl, pickpockets, disarm traps, prowling and with enough points for max strength, dexterity and all the relevant tech you want (particularly electric for the Flow Spektrometer so you don't have to use spot traps). Even with Velorien's Blessing and the Vivifier it's still a very points intensive build. However, in the build (if I can find the bit of paper I wrote it on, I may post it) I came to a crossroads - do I level herbology to the first level or mechanics to level four so I could make the sexy plus perception specs. I went for the latter, as surmised I was rolling deep with the RP this time and I didn't need an easy time with plentiful healing supplies - plus I wanted to make Goggled Helmets (not because they offered a huge character point cost discount, but because they were fucking cool) in a limitless supply (I think I was also factoring max intelligence for the extra skill chance boost, if you were thinking the numbers didn't quite add up). Huge mistake - for the BMC Mines I literally bought 100 of the healing slaves (knowing there's a big stock there anyway) and had to literally leave the place to get supplies. It's not so bad with a guns build when you're not hit often but have to buy a crap ton of ammo, but with the melee builds it is so tedious. This was the theme of all my efforts (I got to about level 30 and to Caladon but got bored), and lead to the conclusion that I should be happy with one pair of the specs found in the BMC (either that or I should brain Sebastian for another). Never again will I go tech melee without level 1 herbology. From experience what do you find equally painful?